Fallout New Vegas
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Remastered by FrankKafka - Originally Published by mzyga4

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FrankKafka

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39 comments

  1. Fishinguy93
    Fishinguy93
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    Looks great! I've played the original for a long while now. Do we need the original mod for this to work? 
    1. FrankKafka
      FrankKafka
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      No.
  2. JimmyJangy
    JimmyJangy
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    Hey im installing with MO2 and it says that the "most likley was not set up correctly" and will not make it usable
    Help please
    1. JimmyJangy
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      nvm i got it
    2. Kornex2006
      Kornex2006
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      How exatly ? I runned into exact sameproblem and would apprieciate help
    3. Emerald422
      Emerald422
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      Yo how did you do it? Cause I want to get the mod myself and don't want to screw it up. Edit: I am a fucking idiot I figured it out right after I made this comment lmao. Right click on "Caravan Guard Remastered" and set it up as data directory.
    4. eseveRReverse
      eseveRReverse
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      I just drag and dropped like normal inside the installation folder, not sure what you mean by data directory cause I don't see that option
    5. BigIron5457356254
      BigIron5457356254
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      on the screen saying that its fucked up right click caravan guard remastered
  3. Mackintoke
    Mackintoke
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    Where the hell is Chad? I played old version of this mod, it's still in my load order. Forgot about it though. I could swear I had done one mission and kept Chad alive. But I can't find the guy. In case he is dead how do I bring him back?
    1. ravxnt
      ravxnt
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      remove the old mod doofus
    2. Influxwafer
      Influxwafer
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      someone is angy
  4. PixelatedPhrog
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    my game crashes when entering interiors anyone know why?
  5. immxalan
    immxalan
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    Anyone know if this mod is eligible to be added to the patch creation process for Improved AI (Navmesh Overhaul mod)? The original Caravan Guard mod states in it's description that it adds navmeshes but I don't have xEdit on my Steam Deck to check if it's an .esm flagged .esp file.

    *Edit: Was able to figure out how to get xEdit running on a Steam Deck and that mod was not compatible, so I added the .esm flag in xEdit and made a new Nav patch. No issues so far!
    1. awantah
      awantah
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      Nice, so have you converted the esp to esm and then added to the "My compatibility patch" guide?
  6. B4llsAndB4y0n3ts
    B4llsAndB4y0n3ts
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    Is this FPGE-compatible?
  7. ObsidianSilverFox
    ObsidianSilverFox
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    There should be an option to get hired by it detecting if you have the Grunt perk and you could say something like "I have a considerable amount of combat experience. I know how to use various rifles, machine guns, and a little bit of explosives."
  8. eseveRReverse
    eseveRReverse
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    Thanks for this; this stuff should be default in elder scrolls or fallout. Just immersive little things for cash outside of fighting
  9. PaladinSentinel
    PaladinSentinel
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    Hello, I have a question.  I was trying to install with FOMM and it stops before installing, saying:

    File does not exist in fomod (ShowcaseM01.xml)
    Mod was not installed

    Any help/advice would be greatly appreciated.  Cheers
  10. ConeOfCinder
    ConeOfCinder
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    Dude, you gotta convert this mod into ESM otherwise the navmesh can mess up and cause crashes.
    It's always the best practice to make quest mods or at least mods that have navmesh, into ESMs.
    1. FrankKafka
      FrankKafka
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      I’m only making simple edits. Thats it.you’re welcome to make an esm version, and I’ll upload it for ya buddy. I’m just touching up the OG mod. Another rule of thumb, don’t change what already works, hahah.
    2. DracoVampire786
      DracoVampire786
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      Mate, it’s a general known fact in this modding community that navmeshes in an esp are big no no.

      And it’s for good reason, navmeshes unload when in an esp which can cause NPC’s to get stuck in place, stop moving, teleport in areas, slowly fall through the ground, bounce up and down sporadically.

      By flagging it as an esm you prevent these issues as the navmeshes remain persistent.
    3. FrankKafka
      FrankKafka
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      I don't even know where navmeshes are used in this mod. Someone else is free to do it. I'm just working on the sound design lol.
    4. Rocketpouncer
      Rocketpouncer
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      Mate, it's also a general fact in 'this modding community" that sometimes converting a mod that was made from the beginning as an esp into esm, can break things (Scripts, and such).  If you encounter a bug because of navmeshes, then your "request" would sound at least a bit reasonable, before that, stop bugging people about something that is not a problem.
    5. FrankKafka
      FrankKafka
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      @Rocketpouncer thank you for this 1+
    6. RidgeRuner22
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      What you are talking about has nothing to do with "NPCs getting stuck", that's ridiculous. 
  11. CLCRX78
    CLCRX78
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    Wow. Thanks!