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Tangyboxhead

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Tangyboxhead

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2 comments

  1. streetyson
    streetyson
    • member
    • 146 kudos
    Ok, so it's just one vendor and he doesn't sell much but makes this small town (supposedly the trading hub of the wasteland) one building
    bigger and adds one more working vendor. What's not to like? Thus, Endorsed.

    Btw, I've not seen the unique weapon yet but otherwise can definitely say this mod works smoothly with easily the best overhaul mod for Canterbury which is "Canterbury Estates - Some Ideas" (https://www.nexusmods.com/fallout3/mods/21046).

    Update:
    AAAAARRRRGGHH!!!!!! - DO NOT INSTALL THIS MOD!!!  - It took me forever (ok, a few days) to figure out the problem, but this mod has a wild edit that completely flucks up turret positions (sets them all floating near the ground instead of the ceiling. To find it I had to remove all my mods back to vanilla and start a new game. Trudge all the way to the Tepid Sewer and check it's turrets were ok. Then through various clean saves and toggling restart with just one mod each time until finally discovering this frigging mod is to blame!
    1. jjb54
      jjb54
      • premium
      • 35 kudos
      I can 110% confirm this ... with NO - ZERO mods this has a very serious effect on Turrets.
      >>> ALL OF THE THAT ARE CELING MOUTNED

      > DO NOT INSTALL THIS MOD <

      ALSO YOU CANNOT REMOVE THE TURRETS REPLACEMENT ONCE YOU START A GAME. 
      >> YOU WILL HAVE TO START THE GAME OVER FROM SCRATCH.