Essential Traveling Merchants

Mod releases and conversions for Current versions of TTW
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Risewild
Posts: 2901
Joined: Mon Oct 01, 2012 9:14 am

Re: Essential Traveling Merchants

Post by Risewild » Wed Sep 11, 2019 11:09 am

There's no mod like that for FNV, FO3 or TTW.
As far as I know, gamebryo does not have the "protected" flag function. Only the "essential" one.
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mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: Essential Traveling Merchants

Post by mementoauderesemper » Wed Sep 11, 2019 12:59 pm

Risewild wrote:
Wed Sep 11, 2019 11:09 am
There's no mod like that for FNV, FO3 or TTW.
As far as I know, gamebryo does not have the "protected" flag function. Only the "essential" one.
I see. Thanks anyway :)

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Manan
Posts: 36
Joined: Wed Aug 31, 2016 10:35 pm

Re: Essential Traveling Merchants

Post by Manan » Tue Sep 15, 2020 6:10 am

This was helpful, thank you. Although, it appears to me that most of the records in the .esp are dirty edits/ITMs affecting numerous Worldspaces.

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jlf65
Posts: 1366
Joined: Wed Aug 10, 2016 9:10 pm

Re: Essential Traveling Merchants

Post by jlf65 » Tue Sep 15, 2020 8:52 am

Manan wrote:
Tue Sep 15, 2020 6:10 am
This was helpful, thank you. Although, it appears to me that most of the records in the .esp are dirty edits/ITMs affecting numerous Worldspaces.
Any time you use GECK to edit a mod, you'll get those unnecessary records. Mod authors need to remember to clean their mods with xEdit after using GECK.

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