That's correct, at least until you load the save again. I might change this behavior later on to work with a timer. The script works by setting the traders as essential on save load, so if you quicksave/quickload after attacking them you'll be good to go and they will remain essential until you attack thema gain
A timer that you mentioned would be great, also if possible making a version that covers both these worlds in TTW would be neat. I can do it myself, but figured you might want to expand the mod, otherwise i'll probably just upload something that does both worlds..
This is a different one for NV, i think it does a different method than your mod, but i think yours is better due to the option of being killable by player. https://www.sublevel3.com/mmtv/fnv/fnv-essential-npcs.html
what do you mean both worlds? There are no caravaneers in new vegas are there?
Reason I made this mod is because the fallout 3 caravan traders kept getting murdered by super mutants, it's not a problem I ever had in new vegas.
Further note: The way the mod works is that it attaches an event to every one fo the canterburry commons trader. If the player hits them they are unset as essential but everything else can kill them.
I am working on a framework for protected NPCs which this mod will later depends on, it's why the timer feature hasn't been added yet.
If you want to use my mod as a base for your own version you're welcome to, it's just a script afterall
I worked with Belthan on the port and asked for permission before getting to work. I can't say the reason it got in trouble, you'll have to wait for the investigation to be over.
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I'm not sure about the caravan guards, I think a system that respawns them might be more mechanically interesting here.
This is a different one for NV, i think it does a different method than your mod, but i think yours is better due to the option of being killable by player.
https://www.sublevel3.com/mmtv/fnv/fnv-essential-npcs.html
Reason I made this mod is because the fallout 3 caravan traders kept getting murdered by super mutants, it's not a problem I ever had in new vegas.
Further note: The way the mod works is that it attaches an event to every one fo the canterburry commons trader. If the player hits them they are unset as essential but everything else can kill them.
I am working on a framework for protected NPCs which this mod will later depends on, it's why the timer feature hasn't been added yet.
If you want to use my mod as a base for your own version you're welcome to, it's just a script afterall