Essential Traveling Merchants

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FiftyTifty
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Essential Traveling Merchants

Post by FiftyTifty » Thu Nov 22, 2018 2:55 am

This mod's pretty tiny. It sets the traveling merchants and their pack brahmin essential. It's a necessity with mods that add spawns.

Anywho, here's the link: https://drive.google.com/file/d/1O2MxWs ... sp=sharing

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RoyBatty
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Re: Essential Traveling Merchants

Post by RoyBatty » Thu Nov 22, 2018 3:47 am

The merchants were already set to scale with the player with a max of 50 to account for broken steel which Bethesda did not do.
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FiftyTifty
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Re: Essential Traveling Merchants

Post by FiftyTifty » Thu Nov 22, 2018 4:43 am

I play with my damage overhaul, so the player and NPCs stop scaling at level 25, which is why I made this. Besides, even at level 50, all they really have is an inflated health pool. They're still going to get wrecked by the enemies en route to their destination.

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RoyBatty
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Re: Essential Traveling Merchants

Post by RoyBatty » Thu Nov 22, 2018 5:27 am

They aren't meant to be immortal, but to each his own.
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catcameback
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Re: Essential Traveling Merchants

Post by catcameback » Thu Nov 22, 2018 7:17 am

Appreciate it, Majin.

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Kameraden
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Re: Essential Traveling Merchants

Post by Kameraden » Sun Dec 30, 2018 2:56 pm

To be honest, it's more of a problem with Albino Radscorpions. They dish out an insane amount of damage, unless TTW changes this, while having an health pool of a god. They can take on a Deathclaw normally, (unless) TTW changed this. If there is anything that will likely kill the Merchants, it is most likely what will cause their death later in the game.

Personally Broken Steel I gave the nickname years ago to "Broken Balance" because of the new top tier ghouls, super mutant and radscorpion on top of the perk Almost Perfect, broke any chance of balance what so ever in the game, for amusing, if not irritating effect. Counting how you look at it. :lol:

That being said, as I said, it isn't a problem with the NPCs as much as the Albino Radscorpion. Personally the darn thing shouldn't be more powerful than a Deathclaw, but often win, and even at times will spawn in groups..... *shivers*

Not dissing the mod. But just stating the real problem for the Merchants. It's the fact that these Mobs are grossly over powered, and improperly scaled when compared to other Scorpion, Ghouls and Super Mutants. Bethesda sadly did the same thing but worse in Fallout 4. :? Poor Poor Settlers..... when you see top tier's attacking a settlement.

"You are only lost if you give up on yourself." Hans-Ulrich Rudel



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RoyBatty
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Re: Essential Traveling Merchants

Post by RoyBatty » Mon Dec 31, 2018 12:19 am

Seen them die to deathclaws, giantradscorps, yaoguai, sentry bots, enclave, robobrains and mr gutsys. It's not specific to any particular enemy. deathclaws also die to sentry bots and enclave, so not a good gauge.

They do the same damage as giant radscorps, just the poison acts faster.

This was addressed by scaling them with the player, they don't die nearly as often.
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mementoauderesemper
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Re: Essential Traveling Merchants

Post by mementoauderesemper » Wed Sep 11, 2019 9:53 am

Is there something like this but for all named npcs?

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Risewild
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Re: Essential Traveling Merchants

Post by Risewild » Wed Sep 11, 2019 10:19 am

mementoauderesemper wrote:
Wed Sep 11, 2019 9:53 am
Is there something like this but for all named npcs?
No.
If very named NPC is essential, that will break a lot of quests. :?
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mementoauderesemper
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Re: Essential Traveling Merchants

Post by mementoauderesemper » Wed Sep 11, 2019 10:27 am

Risewild wrote:
Wed Sep 11, 2019 10:19 am
mementoauderesemper wrote:
Wed Sep 11, 2019 9:53 am
Is there something like this but for all named npcs?
No.
If very named NPC is essential, that will break a lot of quests. :?
Every NPC but those whos death might be scripted, like in this for Skyrim https://www.nexusmods.com/skyrim/mods/84394/?

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