[RELz] Wasteland Travel Caravans

Post » Sat Feb 19, 2011 9:36 am

A user on Nexus asked awhile back if there is any negative affect to having my guys be members of TraderFaction because he's using MMM and that modified something to do with TraderFaction. I forgot about it until today and was wondering if anyone knows what's been done and what affect it might have?

I know with just my small load order of FO3 stuff that if they're not in TraderFaction they seem to get drawn into too many scuffles and sometimes one ends up dead when they probably shouldn't have.
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Jessica Stokes
 
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Post » Sat Feb 19, 2011 4:30 am

I have MMM and I have no problem with this mod. Would be great if you cant travel to Underworld from Rivet City, but besides that its a great mod.
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Eric Hayes
 
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Post » Sat Feb 19, 2011 5:53 am

Life support for the thread.
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Nancy RIP
 
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Post » Sat Feb 19, 2011 9:03 am

I'll contribute to the life-support effort, since this is a GREAT mod in my opinion.
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Stryke Force
 
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Post » Sat Feb 19, 2011 1:00 am

Sounds perfect! Will definitely give this one a try. ;)
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Tina Tupou
 
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Post » Sat Feb 19, 2011 10:21 am

Giving this a try. Hopefully there's one that goes to Pitt or to the train tunnels...
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Jennifer Rose
 
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Post » Sat Feb 19, 2011 7:26 am

That would be a no, because this doesn't have dependency on any of the DLCs and sending caravan off into the middle of nowhere would be a bit silly. :)
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 4:14 am

I've uploaded version 2.0 of this mod to Nexus. Thanks to the guys on the FWE team, I was able to use some script improvements they came up with to handle companion transport. This requires FOSE, and since it needs to work with Patch 1.7, you'll need to be sure and use FOSE 1.2, which as of today is still in beta testing. However I can tell you it worked fine for me and all routes are working as expected. You will experience a slight delay between paying for the trip and being moved to the destination but you should notice that your companions are standing right near you as well.

For those of you who don't want to use FOSE, I've left 1.0 up as well but will no longer be supporting that version. Any further improvements will be made to 2.0 only.
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ZANEY82
 
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Post » Sat Feb 19, 2011 4:23 am

A nice addition to the Wasteland Arthmoor, thanks for this.
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darnell waddington
 
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Post » Sat Feb 19, 2011 3:11 am

Nope. No plans to make them essentials as they have no importance beyond travel convenience.

But that IS important --- so important that it's the primary feature of the mod! Why would someone go through the trouble of downloading, installing and testing out this mod, knowing that it might all go poof when some super mutant decides you don't need a Morrowind style travel mod? Who is HE to tell me what mods I can use and what I can't? Anyway, from a design standpoint, I pretty much completely disagree with this. If it was purely an immersion mod, that's one thing. But it's an immersion mod with utility. Utilities shouldn't be able to die. But it's your mod obviously and you have to design it as you see fit. Anyone who doesn't like that can very easily change it in the GECK (which is precisely what I'm about to do. :)) Anyway thanks for the mod and very much looking forward to trying it. Now, I too finally have an excuse to disable fast travel.
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Bryanna Vacchiano
 
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Post » Sat Feb 19, 2011 4:18 am

Great mod and glad it got bumped - I just downloaded NoFT but wasn't sure I wanted to use it (but have weak will power without it) until I saw this!

Thanks Arthmoor!
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Theodore Walling
 
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Post » Sat Feb 19, 2011 3:03 am

If it was purely an immersion mod, that's one thing. But it's an immersion mod with utility. Utilities shouldn't be able to die.


I wouldn't classify it entirely as an immersion mod, OR as a utility mod. I'd lump it somewhere in between, as a realism mod. If people can't accept that characters in realism mods can be killed (because it's realistic) then yes, they can edit to their heart's content. They're all positioned close enough to civilized areas that random mutants aren't likely to bring them down. Most of them run for cover if a fight does break out nearby. Making them immortal wouldn't be very realistic at all.
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Amanda Leis
 
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Post » Sat Feb 19, 2011 3:04 am

Looks like it'll conflict with Jaysus Commonwealth Of Modders - The High Sea Caravansery, at Rivet City. But that should be to be solved with disabling some statics.
But this looks great, a definite download for me.

Any plans on making real time travel? Like that mod for Oblivion where you would watch the full ride to your destination. Just wondering. :)
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butterfly
 
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Post » Fri Feb 18, 2011 11:40 pm

Keepalive nudge.

And no. No plans to do real-time travel. It wasn't feasible in Oblivion and isn't really feasible for FO3 either.
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IM NOT EASY
 
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Post » Fri Feb 18, 2011 8:29 pm

*poke* Everyone probably left for Las Vegas, but since TESA just opened a Fallout 3 section today I've uploaded the mod there too.
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Catherine Harte
 
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