About tracking after encountering them: You do not need to speak with them. It will work once they are nearby. And "Nearby" is a big space, as this event happens "Onload()"
About re-enabling them: It will probably work if you go to the same cell where you've seen them last. This worked at least for Ron Staples, the bartender as he stays at the same place
I seem to be having dificulty with this mod! every time I speak with either Ron Staples or Rylee, I just go into their Vendor Dialogue and barter with them, I cannot seem to recruit them, can you tell me how I can fix this please? it will be much appreciated, thank you :)
Some have a requirement of a certain number of linked settlements. I think there's at least one that requires at least three linked settlements with a total combined population of 50.
This mod had a bug if encounter rank 4 trader before have population requirement it will lock out the Recuit promt because because they need to be disable and reencounter for the Requirement Check to work
These vendors vanish into an inaccessible "holding cell" room along with several other random-event NPCs after you encounter (or fail to encounter) them. Does this mod prevent them from warping there? Does it keep them in the Commonwealth?
This holding cell is accesible via console commands. Thats how I ressurected Gene, the dog seller (if you just respawn him the normal way he wont act as a vendor, you have to go to the holding cell and summon him there to re-inject him in the random encounters list). Same applies for all of the random encounters.
Something that bugs me here is the inconsistency between this and Track Bunker Hill Caravans. With that mod they flash up on your screen and say "Track: Trashcan Carla" but on this mod it just says their name. I personally fixed this mod so that it says "Track: " for each vendor as well.
Open this in fo4edit and go to the quest item, scroll down and edit the NNAM data manually for each vendor listed there
It looks like all the changes directly made to NPC data could be made through quest aliases. This way you can avoid conflicts with mods that really do need to directly edit those actors.
Also if you want to clean out the cell edits form the mod you can use a script to retrieve the need refs (Game.GetFormFromFile()) and then store them on a quest alias. You can then reference these aliases instead of the object references and avoid flagging them as persistent in the mod. See notes on Persistence.
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You do not need to speak with them. It will work once they are nearby. And "Nearby" is a big space, as this event happens "Onload()"
About re-enabling them:
It will probably work if you go to the same cell where you've seen them last. This worked at least for Ron Staples, the bartender as he stays at the same place
DuloVokul - What is the coc to get to that magic room?
https://steamcommunity.com/app/377160/discussions/0/1500126447391940487/?ctp=1
Open this in fo4edit and go to the quest item, scroll down and edit the NNAM data manually for each vendor listed there
Also if you want to clean out the cell edits form the mod you can use a script to retrieve the need refs (Game.GetFormFromFile()) and then store them on a quest alias. You can then reference these aliases instead of the object references and avoid flagging them as persistent in the mod. See notes on Persistence.