Fallout 3

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Created by

Martigen

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Mmmmmmm

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19 comments

  1. KainThePheonix
    KainThePheonix
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    I am having an issue likely with this mod. I see Crow separately and with his Caravan and when he is alone he has nothing but 30 Stimpacks to sell. Has anyone else experienced this? I'm thinking it might be something else and I can't figure which mod might do that and went through my entire list.
  2. BridgeJumper3000
    BridgeJumper3000
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    Do I need the FOIP patch to use this with FWE?
  3. MoonAxle
    MoonAxle
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    The latest version number is incorrect--it should be changed from 1.0 to 1.1.
  4. harrybridge
    harrybridge
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    • 1 kudos
    Thank you for this mod which allows those very important caravan traders to survive in the wasteland. Was tired of them being killed off leaving me less and less trading/repair sources!
  5. MadJackMcJack
    MadJackMcJack
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    Well, you certainly made them tough. I saw a caravan pass by the super mutant outpost just north-west of Rivet City. The 2 guards charged in, wiped out the entire camp, and then strolled back to the brahmin and continued on their way. There were roughly 12 super mutants there! Sweet.
  6. delamer
    delamer
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    2 Mmmmmmm
    Is this mod compatable with MMMF3 the full mod?
  7. Mmmmmmm
    Mmmmmmm
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    • 347 kudos
    @weijiesen

    That is correct!
  8. weijiesen
    weijiesen
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    • 1,198 kudos
    So, if we use MMMF3, we do NOT need this Tougher Traders mod, correct?
  9. Mmmmmmm
    Mmmmmmm
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    Hello all.

    MMMF3 the full mod as a beta is finally out:

    http://www.fallout3nexus.com/downloads/file.php?id=3211

    This upgrades and replaces Tougher Traders. The system in MMMF3 protects them through a faction system that stops them being attacked in the first place, without the need to artifically mark them as Essential like some mods do (and which prevents the player from killing them in they choose).
  10. Tywin
    Tywin
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    I'm afraid that the adjustments made to the A.I. of the guards renders them useless. I am playing a new game and started to follow Doc Hoff's caravan as it left Megaton - after one engagement with raiders the guards got confused and started guarding a fixed spot on the ground rather than their caravan leader.

    Following caravans is a great early game technique of exploration.