Could just add a script to assign followers to live inside one of the houses and work as guards patrolling during night/day pending on when they were assigned to that house. Like first follower sent there is daytime patrol next one is night-time then repeat.
Thanks for the input dude :) I did try that on one of my builds but for whatever reason 1 guard worked fine and the other would never leave their chair which is one of the big reasons i got annoyed enough to stop working on it in the first place but i'm definitely getting interested in updating it and sorting them out :)
Thanks pal :) I haven't necessarily given up on the mod itself however i haven't touched the modding tool since the last update. I got a lil overwhelmed byt the simple stuff such as making guards patrol the new entrances and trying to sort out the navmeshing (s#*!'s a real pain haha) but i might get back into it at some point. I did give a modding community the go ahead to work on it themselves as long as they gave me credit for the original mod but big town isn't something many people like to mess with for lore reasons, That being said and again i may come back to it :P
Hi pal, Sorry i've been MIA. They're compatible with each other and tbh i'd say are pretty much meant to be together, I've just been lazy and not touched modding in almost a year but feel free to use both and i may eventually get back into it :)
I have a question for you: Can we make it so that Big Town "borders" grow after we deal with Germantown Police department and Super Mutants attacking the town? Because i would like to add NPCs in this town with quests etc. and they would come only after that quest is resolved. You know , ending that quest triggers their quests to start etc.
I'll be honest with you that was an idea but that level of modding is beyond me. I've only just got into the mod creation scene and doing something as simple as what this mod is hurts my brain :P. I had the idea of doing the same kinda thing for rescuing Red where you would get a key for my house mod rather than just having straight up access.
Thanks man :). It's not gonna be anything impressive but does give the town a little extra space and i suppose allows other modders to add their own ideas within the new town limits.
TTW's Big Town is crying out for some love so I'm glad you're giving it! And I will check it out as soon as you have a Rebirth patch. If I can make a suggestion it would be to keep it minimal. "Big Town" is meant to be an ironic joke - it isn't big at all, and meant to be a bit of a dump.
At least in my current TTW 3.2.2, after helping the town, a scavenger (with pet yao guai) did start hanging out in the middle of town but he sells almost nothing. Rebirth does at least beef up the walls and makes the place look viable. So it needs just a bit more - say 3 more houses opened (with one free for the player), a single general vendor in one (with a workbench), and maybe the other reserved for the existing guard (with another guard to help him). And that's all - far too many mods get carried away and lose sight of the game's original intent/meaning.
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At least in my current TTW 3.2.2, after helping the town, a scavenger (with pet yao guai) did start hanging out in the middle of town but he sells almost nothing. Rebirth does at least beef up the walls and makes the place look viable. So it needs just a bit more - say 3 more houses opened (with one free for the player), a single general vendor in one (with a workbench), and maybe the other reserved for the existing guard (with another guard to help him). And that's all - far too many mods get carried away and lose sight of the game's original intent/meaning.