I'm reading through the Tome of FO3edit (because as usual I cannot quite figure something out), and I find all of this - - -
After clicking-open the Megaton Contracts mod and its Non-Player Character tree, we notice that Jericho has a conflict (red text, red background). By clicking on Jericho, the right-hand View Tab gets populated with every mod that has a reference to Jericho, and sorts them by conflict winner. The right-most column (B) is the winner in all cases, which in our example means that the FO3Phalanx mod wins-out over the BetterCaravans mod (A) and poor Jericho ends up being non-essential (he’s just a raider washout anyway!).
In this example the Level-cap for Jericho is also conflicted. We see that Fallout3.esm sets the level cap to 20, but Broken-Steel over-rides this and sets it to 30. However several other mods still have the level-cap set at 20 (probably un-intentionally), which conflicts with the change that Broken Steel is trying to make. Ultimately the conflict-winner is FO3Phalanx (E), which sets the level-cap back to 20 and leaves poor Jericho high-and-dry.
Also important to note in this example is the mods with Grey Text / Red Background – signifying that the record is identical to the Fallout3.esm master file – and is thus redundant. At least three mods in the load order have this, “Identical to Master” condition for Jericho’s level cap, and should have been cleaned-out by the mod authors.
In this case we do need to take action to resolve the conflicts, or Jericho will never see level 30 and will be destined to become Radroach food. The question is, “Can we resolve this conflict by simply changing the mod load-order in FOMM?” Let’s find out, start by closing FO3Edit and opening FOMM.
In this example the Level-cap for Jericho is also conflicted. We see that Fallout3.esm sets the level cap to 20, but Broken-Steel over-rides this and sets it to 30. However several other mods still have the level-cap set at 20 (probably un-intentionally), which conflicts with the change that Broken Steel is trying to make. Ultimately the conflict-winner is FO3Phalanx (E), which sets the level-cap back to 20 and leaves poor Jericho high-and-dry.
Also important to note in this example is the mods with Grey Text / Red Background – signifying that the record is identical to the Fallout3.esm master file – and is thus redundant. At least three mods in the load order have this, “Identical to Master” condition for Jericho’s level cap, and should have been cleaned-out by the mod authors.
In this case we do need to take action to resolve the conflicts, or Jericho will never see level 30 and will be destined to become Radroach food. The question is, “Can we resolve this conflict by simply changing the mod load-order in FOMM?” Let’s find out, start by closing FO3Edit and opening FOMM.
I've got Jericho and all of the humanoid followers level-capped at 20 on purpose! Totally on purpose. I don't like what it does to their rate of skill gain and tankyness when their cap is 30. It is not like when the player has a level 30 cap. The 20 - 30 leveling zone doesn't get utilized by these NPCs in the same sorts of ways as it is by the player. And they are far from helpless as level 20. They are doing max damage for their tag combat skills at level 20.
If anything, the level 30 cap weakens them, up until they finally actually cap out at 30. Once they and the player reach 30, they would do the damage amounts they would have back at level 20, and they have a few more hit points than they would have otherwise. Not even that much extra hitpoints. Just some.
And oh yeah .. Phalanx doesn't run Jericho as essential because I have my own scripted handling in place which does almost the same thing as essential. You make it sound like I screwed him over. Damn!
I can see where I'm not liked!
* complains and makes fun of Miax_Tome_of_FO3Edit *