Canterbury Commons problem

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samoja
Posts: 37
Joined: Thu Oct 26, 2017 1:02 am

Canterbury Commons problem

Post by samoja » Sat Feb 10, 2018 12:08 am

Ok, i think this is in fact vanilla problem but maybe someone can help me anyway. Somehow somewhere Crow died, i saw not how he died or why, but the guy in CC says he is dead. Anyway i go out and retrieve his corpse, and corpse of his guard, (his brahmin was never dead) and resurrect them, all done? Not really the guys up and scatter in various directions, and worse of all, the guy at CC still thinks Crow is dead, any help?



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jlf65
Posts: 849
Joined: Wed Aug 10, 2016 9:10 pm

You need a conversion of this

Post by jlf65 » Sat Feb 10, 2018 12:46 am

You need a conversion of this: https://www.nexusmods.com/fallout3/mods/10067/


I also recommend starting your game with this mod (needs TTW conversion): https://www.nexusmods.com/fallout3/mods/6388


 



samoja
Posts: 37
Joined: Thu Oct 26, 2017 1:02 am

How do i convert it?

Post by samoja » Sat Feb 10, 2018 12:56 am

How do i convert it?



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jlf65
Posts: 849
Joined: Wed Aug 10, 2016 9:10 pm

There's a link in the FAQ

Post by jlf65 » Sat Feb 10, 2018 3:28 am

There's a link in the FAQ that points to a thread on converting mods to TTW. Those mods don't look too complex - not like trying to convert something like MZC or the like. smiley



samoja
Posts: 37
Joined: Thu Oct 26, 2017 1:02 am

Tnx, it worked.

Post by samoja » Sat Feb 10, 2018 12:48 pm

Tnx, it worked.


Now i know that TTW team is not that much into changing core aspects of either game but i think it would be good idea to make this merchants respawn by default in the next build, there is something with New Vegas that makes merchants more prone to dying, i don´t exactly know what it is but that is purportedly why they were made to respawn in NV.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

samoja wrote:

Post by Mystical Panda » Sat Feb 10, 2018 12:52 pm

[quote=samoja]


 


Tnx, it worked.


...there is something with New Vegas that makes merchants more prone to dying...


[/quote]


In one modded game I had Warzones and Monster Mod- it spawned a bunch of high-end custom super mutants almost right on top of the Hwy-188 stop and killed everyone; Alexander, his guards, the merchants, Veronica (before she became my companion), literally ... everyone. 



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jlf65
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The caravans in NV run into

Post by jlf65 » Sat Feb 10, 2018 2:07 pm

The caravans in NV run into the Legion all the way from (just east of) Nipton to (just south of) Novac. I tend to hang around that stretch and loot whoever looses the battles. It's a GREAT way to get armor, weapons, and ammo... and food if you're in hardcore mode. They respawn to simulate more caravans from the NCR, not the same caravan. In that respect, I can see why the caravans in DC don't respawn - there's no real source of "new" ones like in NV. The East Coast is a lot more isolated compared to the West Coast. There's no big recovering nation eager to trade with the frontier. You have individuals with the gumption and fire power to forge their own paths around a war-torn (literally!) region. Which is why I love that second mod for FO3 - it seems to me given the DC wasteland, the caravans would be much more heavily armed than in vanilla.



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RoyBatty
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Location: Vault 108

Their scripts were missing

Post by RoyBatty » Sat Feb 10, 2018 5:34 pm

Their scripts were missing healing after combat, this was fixed some time ago for 3.0, also two of the guards now use their proper inventory (have combat armor), and their level cap has been raised to compensate for NV's boost to level 50. Broken Steel should have done that too but it was overlooked.


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samoja
Posts: 37
Joined: Thu Oct 26, 2017 1:02 am

Cool, thanks for the info.

Post by samoja » Sun Feb 11, 2018 10:00 am

Cool, thanks for the info.



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