Essential Traveling Merchants
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Essential Traveling Merchants
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
Anywho, here's the link: https://drive.google.com/file/d/1O2MxWs ... sp=sharing
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Essential Traveling Merchants
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.

- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: Essential Traveling Merchants
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.
- RoyBatty
- Gary
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- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- catcameback
- Posts: 101
- Joined: Mon Dec 19, 2016 11:23 pm
Re: Essential Traveling Merchants
Appreciate it, Majin.
- Kameraden
- Posts: 34
- Joined: Mon Jun 22, 2015 4:27 pm
Re: Essential Traveling Merchants
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.
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.
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.

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.

"You are only lost if you give up on yourself." Hans-Ulrich Rudel
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Essential Traveling Merchants
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.
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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- Posts: 41
- Joined: Sat Sep 07, 2019 10:12 pm
Re: Essential Traveling Merchants
Is there something like this but for all named npcs?
- Risewild
- Posts: 3218
- Joined: Mon Oct 01, 2012 9:14 am
Re: Essential Traveling Merchants
No.mementoauderesemper wrote: ↑Wed Sep 11, 2019 9:53 amIs there something like this but for all named npcs?
If very named NPC is essential, that will break a lot of quests.

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- Posts: 41
- Joined: Sat Sep 07, 2019 10:12 pm
Re: Essential Traveling Merchants
Every NPC but those whos death might be scripted, like in this for Skyrim https://www.nexusmods.com/skyrim/mods/84394/?Risewild wrote: ↑Wed Sep 11, 2019 10:19 amNo.mementoauderesemper wrote: ↑Wed Sep 11, 2019 9:53 amIs there something like this but for all named npcs?
If very named NPC is essential, that will break a lot of quests.![]()