As for Version 1.1a and 1.1b, we repeated the test and decided that there is no problem even if Version 1.1b is overwritten on save data that has already been installed with the old version.
In 1.1a, stealing corn no longer respawns, and looting removes ownership. I tried and errored about the theft and ownership specifications for about a day, but I didn't really understand it, so I left it alone. I don't want to mess with it anymore, so please don't thieves.
Vegetables no longer respawn in my main game, so I deleted the non-NPC overwrite part and added it as an option file. If I could handle CK properly, I wonder if it would have worked out somehow...
I've been meaning to make a mod of of my own with similar intent. This will make an excellent jumping-off point for me. There are actually SEVEN I would fix/tweak: 1) At a wooden shack southeast of Walden pond (Cat-person) 2) In an alcove in Flagon Tunnel (near Hangman's Ally) 3) At a metal shack northwest of Forest grove Marsh (has weird, un-owned safe hanging outside) 4) At a wooden shack north of Wicked Shipping (I need to check in-game if this is the same as below) 5) At a wooden shack west of Ranger Cabin (May be same as above, but listed separately in the WIKI) 6) Opal - Rooftops west of Custom House Tower (I always forget she's there). 7) Leonard Moore - South of Coastal Cottage (he tends to die A LOT because Mirelurk Queen spawns nearby) At the very least they all need 'protected' status, should be player-leveled, and have better gear and weapons (I mean, they are TRADING in a nuclear wasteland!) I like your idea for the vegetable traders (and I use TftC a lot so I will have to check that conflict), and I was thinking some more customization for these unique traders (more caps & variety, etc). I was even thinking incorporating some unique outfits, etc., from other, older mods to make them stand-out more. For example, the cat-person (probably should just be a cat-lady LOL) should have an Atom Cats logo on their clothes, since they seem to be be affiliated with them. Also, give them names. I also wouldn't mind seeing the little girl trader with the sentrybot showing up at other places, like maybe add her to the list of traders out of Bunker Hill (probably above both our pay-grades for that level of scripting. And I could swear there is one more well-hidden somewhere but I just can't recall. Anyhow, going to try this out - thanks for making it!
Before I even started my game, I went in and gave them names (naming the genderless ones gender-neutral names like 'Pat'). I also altered the PC-leveling to .8 instead of '1'. Once in-game I gave vegetable lady better gear and a better gun (I'll likely give her a custom outfit and weapon eventually). The wastelanders I also set to .8 level adjustment, and they did fine in a fire-fight with some mutants (I have other mods that adjust the gear of wastelanders/scavengers). Very nice. My tunnel-vendor disappeared some time ago (obviously killed by raiders), so I am hoping this will make them respawn. And I haven't adjusted the caps they have yet... I'd probably want that leveled as well. My game is a LOT more dangerous than vanilla, with everything being leveled and I use three mods that add in TONS more enemies EVERYWHERE, so I need all these vendors to be better at handling themselves. Thanks again for making this. EDIT: Eleanor! Thats the one I was forgetting - she's an ammo vendor just Northwest of Fairline Hill Estates! She's an ex-raider, which gives her more backstory than most. She should probably have decent raider gear and a good weapon. She's dead in my game - too many enemies spawning around her. She could probably use a couple of turrets.
As you said, I think other merchants have room for improvement. I hope my MOD will be useful as a draft to create a good work.
What inspired me to create this mod was a trader living in the tunnels of Hangman's Alley. Yes, he is easily killed and his corpse is never found, and his sale will never be renewed.They live in the wilderness and need improvement.
I know most of the merchants you mentioned as improvements.They've successfully updated their offerings, and there are already mods that grant protection flags, so I didn't mention it in this mod. Opal is an exception, but she has been fixed in another mod.
As for Eleanor, it would be better to strengthen it as you say.She also has a cute dog at home.
I like this mod; although I like to play it as the venders show up once various "friendly" patrols are going by their shops (Minutemen, Mercenaries, the player and team.) It's a good mod that helps with selling surplus food grown at settlements (once I have a few of each Tatos, Corn, Carrots, ... to plant at new settlements) I sell the rest to these venders.
Just a heads up, a part of this mod (The vegetable traders north of Vault 81) will probably not pair very well with Atomic Radio and Tales from the Commonwealth, because it also adds an NPC (A vendor, I think) at the same building. She'll note that the previous owner died or went missing, iirc. Both mods are compatible with each other, but they wont mesh very well in this specific instance.
My comment was more directed towards the users, really. I meant it as more as a heads up for them.
Though, if you wanted to adress the compatibility more directly than a warning, one thing you could do is make a separate version without the vegetable vendor content and put it in the files tab. Just an idea though. I don't want to come off like I'm expecting you to do it or anything like that.
This is definitely a really cool mod though! I've gotten pretty much all of your mods on my current playthrough and I'm loving what you've been putting out so far! Keep it up, man!
Well, there's a spot not far around the back of the shack, but I've only seen Raiders and Super Mutants appearing there, and it happens rarely. Still might give that trader an essential status just in case.
Hey, It's me again the one who wished for this mod :)
Another trader came to my mind now that you really made this mod but I'm not even sure does he need a fix.
The trader is a farmer of sort living in southwest of vault 111 and west of Ranger Cabin AGAin I am not 100 % sure if he needs a fix but won't hurt to look at :) He lives near a small pond and those directions I gave you are approximately.
Yeah, that one's kind of too far away on the map, I usually just visit him once or twice when I start a new game and need to sell some crap I'm hauling from the surrounding areas, but never go that way again for the rest of the game. That trader doesn't sell much of anything anyway.
The traders there also shared NPC data...my oversight. The current mod shares containers with traders in Hangman's Alley. Also, I changed the setting of the affiliation, so it no longer responds to theft. It's not an urgent fix, but...
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In 1.1a, stealing corn no longer respawns, and looting removes ownership.
I tried and errored about the theft and ownership specifications for about a day, but I didn't really understand it, so I left it alone.
I don't want to mess with it anymore, so please don't thieves.
If I could handle CK properly, I wonder if it would have worked out somehow...
If you install this MOD, a marker will be displayed on the map.
There are actually SEVEN I would fix/tweak:
1) At a wooden shack southeast of Walden pond (Cat-person)
2) In an alcove in Flagon Tunnel (near Hangman's Ally)
3) At a metal shack northwest of Forest grove Marsh (has weird, un-owned safe hanging outside)
4) At a wooden shack north of Wicked Shipping (I need to check in-game if this is the same as below)
5) At a wooden shack west of Ranger Cabin (May be same as above, but listed separately in the WIKI)
6) Opal - Rooftops west of Custom House Tower (I always forget she's there).
7) Leonard Moore - South of Coastal Cottage (he tends to die A LOT because Mirelurk Queen spawns nearby)
At the very least they all need 'protected' status, should be player-leveled, and have better gear and weapons (I mean, they are TRADING in a nuclear wasteland!) I like your idea for the vegetable traders (and I use TftC a lot so I will have to check that conflict), and I was thinking some more customization for these unique traders (more caps & variety, etc). I was even thinking incorporating some unique outfits, etc., from other, older mods to make them stand-out more. For example, the cat-person (probably should just be a cat-lady LOL) should have an Atom Cats logo on their clothes, since they seem to be be affiliated with them. Also, give them names. I also wouldn't mind seeing the little girl trader with the sentrybot showing up at other places, like maybe add her to the list of traders out of Bunker Hill (probably above both our pay-grades for that level of scripting.
And I could swear there is one more well-hidden somewhere but I just can't recall. Anyhow, going to try this out - thanks for making it!
My tunnel-vendor disappeared some time ago (obviously killed by raiders), so I am hoping this will make them respawn. And I haven't adjusted the caps they have yet... I'd probably want that leveled as well. My game is a LOT more dangerous than vanilla, with everything being leveled and I use three mods that add in TONS more enemies EVERYWHERE, so I need all these vendors to be better at handling themselves. Thanks again for making this.
EDIT: Eleanor! Thats the one I was forgetting - she's an ammo vendor just Northwest of Fairline Hill Estates! She's an ex-raider, which gives her more backstory than most. She should probably have decent raider gear and a good weapon. She's dead in my game - too many enemies spawning around her. She could probably use a couple of turrets.
I hope my MOD will be useful as a draft to create a good work.
What inspired me to create this mod was a trader living in the tunnels of Hangman's Alley.
Yes, he is easily killed and his corpse is never found, and his sale will never be renewed.They live in the wilderness and need improvement.
I know most of the merchants you mentioned as improvements.They've successfully updated their offerings, and there are already mods that grant protection flags, so I didn't mention it in this mod.
Opal is an exception, but she has been fixed in another mod.
As for Eleanor, it would be better to strengthen it as you say.She also has a cute dog at home.
I would be very happy if I could share such feelings. :)
Though, if you wanted to adress the compatibility more directly than a warning, one thing you could do is make a separate version without the vegetable vendor content and put it in the files tab. Just an idea though. I don't want to come off like I'm expecting you to do it or anything like that.
This is definitely a really cool mod though! I've gotten pretty much all of your mods on my current playthrough and I'm loving what you've been putting out so far! Keep it up, man!
Well, I'm still unreliable, but...
Another trader came to my mind now that you really made this mod but I'm not even sure does he need a fix.
The trader is a farmer of sort living in southwest of vault 111 and west of Ranger Cabin AGAin I am not 100 % sure if he needs a fix but won't hurt to look at :)
He lives near a small pond and those directions I gave you are approximately.
The current mod shares containers with traders in Hangman's Alley. Also, I changed the setting of the affiliation, so it no longer responds to theft.
It's not an urgent fix, but...