I'm at level 140+ and only manage to find/ recruit The Scribe. Found the others in some random encounters way back but no recruit option and never found them again. After installing this mod, went to Dugout Inn and found them all there. Recruited them all and finally after many game time and playthroughs, its the first time I ever completed the tier 4 merchants. Thank you.
This mod doesn't do anything at all. Okay, maybe that's not entirely true. It DOES show some text on the top of the screen telling you that the mod is installed but that's that it does. No info is given, no quest markers are added, nothing is added to your inventory... nothing. What a joke.
Did you get notification in the upper left corner that the mod is installed? If not, chances are that the mod is not activated properly. To check if it's activated in game , select mods menu then select load order, check if it has a check mark next to it. Make sure you are running latest version of fallout.
Yeah I reinstalled the mod, the mod says it's installed, but still no luck. I am using the non-FO4Patch version by the way. I looked in FO4Edit and it seems that there actually is no holotape to be crafted. There is no record of it in the mod's files. So I don't know if I or you caused that...
I am having the exact same thing . I've tried both with and without the patch - no holotape - no craft recipe - no vendors at Dugout Inn . If there is a recipe to craft the item what would it be listed under ? Also what tab should it be in for the pipboy ? Maybe just a little bit more info in the mod description would be a LOT of help - or even maybe a tutorial video .
was about to post the same thing and also keep the necro-train going once every year but I MAY have figured it out (if I had the same issue as ya'll): you need to install both files...its just worded so piss-poor in the desciption with if you are NOT then this use this IF NOT bla bla...what he means is if you are NOT using the unofficial fallout patch or whatever the f*#@ its called you need to install the main file AND the file with "patch" (so two files named something with lvl 4 merchants improved in the loadorder and active). when loading a save after a few seconds there should be a message with "lvl 4 merchants version bla bla installed" or something popping up and thats it, everything else worked as described (tape was craftable chemistry table - utility)
Hey, I don't know if you support this still, but I do have the holotape -I craft it, because it wasn't added auto-, and it does say that the mod is installed, and I do have the unoficiall patch... But still, there's no merchants. The holo says that they're not dead, nor broken. But stil... they aren't in the Dugout Inn. :(
Make a backup save then download Level 4 Merchants Improved Patch and place it at the bottom of the loadorder. Do they spawn with this method? If this works then I will post more information about how you can make it work without the patch.
Same problem here. Word for word. Patch didn't fix anything for me. After using the holotape to remove requirements, the merchants still aren't in the Dugout Inn. This mod was installed mid-game and I had to also craft the holotape. Wasn't given to me automatically. The mod did say it was installed, though. And I do have the unofficial patch. Also checked with the mod's holotape if they were dead or broken.
Edit: Mod worked fine on a new save. All the merchants were in the dugout inn. But... weirdly... the first time I talked to The Scribe, he recruited just fine. But I had to go back to an old save to fix something with Piper. When I went back to The Scribe to recruit him again, I don't get the option. I only get options to ask him if he just wanders around selling armor and to see what he's selling. Sad. :( I have a feeling that's more of a game bug than a bug with this mod, though.
Another edit: Yep... went back a couple in-game days later and I was able to recruit The Scribe just fine. This game is so darn finicky sometimes.
This mod works great! Not only did it allow me to recruit all the random encounter merchants through dialogue naturally, It also inadvertently fixed the Dependency Quest in Vault 81. After I clicked the no requirement option, Tina joined me without any issues. She still has no voice lines but oh well.
(Only real issue I had was Rylee only had the dialogue option about people getting sick at the dugout, But I fixed it by exhausting her dialogue options outside the cannery, stopped before asking her to join, Doing the cannery quest, then go recruit her at the dugout.)
So, I may have found a compatibility issue with this mod and a popular survival mod called Horizon. Basically, when I have both of these mods enabled at the same time, the merchants don't move to the Dugout Inn. However when I disable Horizon and load up a save before I entered Dugout the merchants will then spawn there.
I've tested this multiple times and with other mods and I can confirm this bug is only derived from these mods working together. I'm certain the reasoning behind this is because of Horizon's game-changing features to merchants so that may be the cause. However, I just wanted to let people know about it and put it out there.
Started up a new game with Horizon 1.8.0 beta 7 and Unofficial Fallout 4 Patch, the merchants spawned fine. Are you using latest version? Or are you using mods like compatibility patches for Horizon that may break the merchants from spawning?
Alright so I went back for three hours to double-check and your right, it was a compatibility patch for Horizon that was causing the problem. Not quite sure how this is causing a conflict between the two scripts, but I'll leave it in the description if you want to take a look.
Shouldn't draw too many red flags however since not too many people know about it
Is there a way to change lv4 Merchants location? I have a DC Overhaul (Dugout Inn included) mod that for some reason won't let me find them, no matter the load order. I was looking at the mod through FO4Edit and I found DugoutInn referenced in Location, Condition, Stages and Aliases , can I edit those or I should need to do something else?
The merchants spawned fine with Diamond City Overhaul (version 1.3), version 1.4 CTD. Re-enter the Dugout Inn and check every room including the pool room, they might be in there taking radiation damage and sitting down under the water. (Pool room is badly navmeshed so they will be stuck).
Did you install Unofficial Fallout 4 Patch before starting a new game or mid playthrough? If mid playthrough there's a chance that merchants will die if you did encounter them without the patch, since they are not protected by default. Craft lvl4 Merchants Improved holotape to check if they are dead.
I tried this in a brand new save with UFO4P, I checked if they were dead or something but they were not, they are just not there unfortunately. But it's probably because of the overhaul I use (kinda old and not from this site), I tried changing my load order but nothing.
52 comments
And the NPCs don't spawn at the Dugout Inn.
I must've done something wrong.
If not, chances are that the mod is not activated properly.
To check if it's activated in game , select mods menu then select load order, check if it has a check mark next to it.
Make sure you are running latest version of fallout.
I am using the non-FO4Patch version by the way.
I looked in FO4Edit and it seems that there actually is no holotape to be crafted. There is no record of it in the mod's files.
So I don't know if I or you caused that...
If there is a recipe to craft the item what would it be listed under ? Also what tab should it be in for the pipboy ? Maybe just a little bit more info in the mod description would be a LOT of help - or even maybe a tutorial video .
Do they spawn with this method?
If this works then I will post more information about how you can make it work without the patch.
This mod was installed mid-game and I had to also craft the holotape. Wasn't given to me automatically. The mod did say it was installed, though. And I do have the unofficial patch. Also checked with the mod's holotape if they were dead or broken.
Edit: Mod worked fine on a new save. All the merchants were in the dugout inn.
But... weirdly... the first time I talked to The Scribe, he recruited just fine. But I had to go back to an old save to fix something with Piper. When I went back to The Scribe to recruit him again, I don't get the option. I only get options to ask him if he just wanders around selling armor and to see what he's selling. Sad. :( I have a feeling that's more of a game bug than a bug with this mod, though.
Another edit: Yep... went back a couple in-game days later and I was able to recruit The Scribe just fine. This game is so darn finicky sometimes.
(Only real issue I had was Rylee only had the dialogue option about people getting sick at the dugout, But I fixed it by exhausting her dialogue options outside the cannery, stopped before asking her to join, Doing the cannery quest, then go recruit her at the dugout.)
A fantastic mod... You've got my endorsement.
I've tested this multiple times and with other mods and I can confirm this bug is only derived from these mods working together. I'm certain the reasoning behind this is because of Horizon's game-changing features to merchants so that may be the cause. However, I just wanted to let people know about it and put it out there.
Shouldn't draw too many red flags however since not too many people know about it
Horizon Patch - Crime and Punishment
Re-enter the Dugout Inn and check every room including the pool room, they might be in there taking radiation damage and sitting down under the water. (Pool room is badly navmeshed so they will be stuck).
Did you install Unofficial Fallout 4 Patch before starting a new game or mid playthrough?
If mid playthrough there's a chance that merchants will die if you did encounter them without the patch, since they are not protected by default.
Craft lvl4 Merchants Improved holotape to check if they are dead.