Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Superfly Johnson

Uploaded by

DuperflyBoneson

Virus scan

Safe to use

Tags for this mod

13 comments

  1. mojodajojo
    mojodajojo
    • supporter
    • 241 kudos
    Locked
    Sticky
    So, if you accidentally shoot one during combat they're non-essential after that, right? (Not criticizing.  Just asking/clarifying.)
    1. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      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
  2. darktemplar2403
    darktemplar2403
    • member
    • 0 kudos
    Hi, could you add another version that include the caravan's brahmin and the guard too. Thanks.
    1. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      The brahmins are already included.

      I'm not sure about the caravan guards, I think a system that respawns them might be more mechanically interesting here.
  3. GRUmod
    GRUmod
    • premium
    • 187 kudos
    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
    1. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      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
  4. otorobot
    otorobot
    • member
    • 0 kudos
    Locked
    can this mod be disabling essential companions on hardcore mode?
    1. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      No that's a core game feature.
    2. mojodajojo
      mojodajojo
      • supporter
      • 241 kudos
      The only way I've personally been able to work around that annoying feature requires a gamemode script running faster than I care to run one.
    3. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      okay, but that's part of the vanilla game. The mod doesn't touch companion and never will.
  5. ILikeFreeMods2
    ILikeFreeMods2
    • member
    • 2 kudos
    Locked
    What happen to Belthan's Quo Vagis - TTW Edition ??? Is something wrong with the mode ??
    1. hitman47101
      hitman47101
      • premium
      • 3,612 kudos
      Permissions most likely, there's a reason the original conversion was never on the Nexus.
    2. DuperflyBoneson
      DuperflyBoneson
      • member
      • 11 kudos
      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.