[RELz] Wasteland Travel Caravans

Post » Fri Feb 18, 2011 6:55 pm

Wasteland Travel Caravans

http://www.fallout3nexus.com/downloads/file.php?id=7701
http://www.invision.tesalliance.org/forums/index.php?/files/file/651-wasteland-travel-caravans/

This mod adds a network of travel caravans to the wasteland to connect the major settlements. The normal fast travel system is still available, however this mod caters to those who prefer to make their trips between major areas slightly more immersive. Travel service is relatively cheap, and the caravans are well protected. Each operator is in or near the main area of the settlement they serve and has one pack brahmin and one normal brahmin. So they should be easy enough to find.

The system behaves more or less the same way the Stilt Striders in Morrowind did. You pay the operator and they take you to the destination you specify. No operator serves all destinations, so you will need to know which stops you need to make in between on the way to where you're going. Time will pass as though you used fast travel and should be fairly close to the actual game time fast travel would have used up.

Installation

Place the Wasteland Travel Caravans.esp into your Data folder with your other mods.
Activate using either FOMM or the game's stock launcher.

Load Order

Load order should not matter too much. All of the content added is new.

Compatibility

Due to proximity with the major settlements, it is possible that anything expanding on them will interfere with the placements of the travel operators. I have tried to minimize their footprints as much as possible.

Placement of the operators in Rivet City and Megaton took Broken Steel into account, so there should be no problems with any of the official DLCs.

This mod makes no edits to landscape or navmeshes, so there should be no major disruptions to any of the pathfinding.

This mod was created using GECK 1.5 and may not work properly on games that are using older patch versions.
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Luna Lovegood
 
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Post » Fri Feb 18, 2011 8:06 pm

Heh, cool. I'll give it a try.
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:)Colleenn
 
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Post » Fri Feb 18, 2011 7:57 pm

you should make them able to trade as well
and make them respawnable so that if they die and the origina 4 caravaners are dead that you still
have caravans in the world
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sunny lovett
 
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Post » Fri Feb 18, 2011 10:07 pm

sounds cool and exactly what i was looking for :)
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Joanne Crump
 
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Post » Fri Feb 18, 2011 9:54 pm

Extremely simple but useful mod. :)
Just some ideas and notes:

1) When travelling to Big Town, when you haven't been there before, Dusty always interrogates even though you're inside the town.
2) It might be sensible to add a few guards to each caravan.
3) This mod is great, exactly what I was looking for after I got "NoFastTravel".

Thanks.
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Stephani Silva
 
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Post » Fri Feb 18, 2011 10:58 pm

:celebration:

thx, will try it out now
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Dale Johnson
 
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Post » Fri Feb 18, 2011 8:36 pm

I've got no plans to make the operators respawn. That would mean having to generate a reasonably large pool of NPCs to pull from and I'd rather not. Their brahmins though, that's another story. I guess those should since they're far more likely to get killed in a battle.

Big Town was a bit of a hassle. There's no suitable place outside that won't risk getting the caravan operator killed by mutants or something else. But the place is also big enough to warrant having a stop, so he had to go inside where there's at least some hope of protection. And it would still make sense for Dusty to interrogate you if you'd just arrived for the first time.

Extra caravan guards certainly wouldn't hurt though. Probably one more at each stop would do the trick. Too many and there's going to be risk of crossfire in random encounters.
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Nicola
 
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Post » Sat Feb 19, 2011 11:08 am

Small bump for anyone who missed it. :)
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Jerry Cox
 
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Post » Sat Feb 19, 2011 4:32 am

Instant download. Thanks Arthnoor!
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Spooky Angel
 
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Post » Fri Feb 18, 2011 9:08 pm

Just what I was looking for! Big thanks for making this. :)
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sexy zara
 
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Post » Sat Feb 19, 2011 12:53 am

What about making the caravan leaders and some of the guards essential chars that cant die?
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 2:48 am

Nope. No plans to make them essentials as they have no importance beyond travel convenience. They should be able to hold their own in a fight and they're all close enough to major population centers to get help from the locals. But the post-war world is a dangerous place, so yeah, they may die. It's one of the hazards, just like with my guys in Oblivion.
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Cartoon
 
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Post » Fri Feb 18, 2011 10:09 pm

This is a great mod . . . one I've been waiting for someone to make =)

Couple suggestions:

I think the caravans should cost more (or maybe include an optional high cost esp). If the base cost was around 100 caps, with shorter trips costing more like 80, and longer/more dangerous trips going up to 200+, that would be cool. Megaton to Rivet city in particular is a dangerous overland crossing, and should be more expensive.

I'd love to see a link to the Underworld added, from Rivet city with a fairly high cost as well.

Also, I wonder if you could implement a check to see if the player has discovered the location. If not, maybe they charged a higher price for the first trip. You could add some flavor text to the effect of . . . "what, you haven't gone that way before? It's a difficult trip and you're new, so my costs will be higher" I dunno something like that could be neat.

Anyway, great mod!
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Emily Martell
 
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Post » Sat Feb 19, 2011 7:17 am

I downloaded this but haven't actually used it in game yet because I've been too wrapped up in a mod I'm working on to actually play right now but a thought I had about this was if it's not in place already, have a variable in the travel menu to charge additional caps for every follower the player has. In the stock game, this would be a maximum of 2 followers if you include Dogmeat but I know some mods allow the player to trail along as many followers as they like.

A basic thought I had was the price would be multiplied by the number of travelers. For example. 50 caps for the player alone, 100 caps for the player and 1 follower, 150 caps for the player and 2 followers, and so on and so forth. Perhaps "capping" the price at some level would be called for though.
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Chase McAbee
 
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Post » Sat Feb 19, 2011 8:49 am

Looks good, I've always wanted a better traveling system. :)
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Dalley hussain
 
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Post » Sat Feb 19, 2011 6:26 am

I've been looking for something similiar to Silk Striders in Morrowind, and finally I've found it! Although I haven't even tried it, I am very appreciative towards what you have done. Thank you, and I will try it sometime in the future.
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Alisha Clarke
 
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Post » Fri Feb 18, 2011 7:25 pm

A basic thought I had was the price would be multiplied by the number of travelers. For example. 50 caps for the player alone, 100 caps for the player and 1 follower, 150 caps for the player and 2 followers, and so on and so forth. Perhaps "capping" the price at some level would be called for though.


If I can figure out how to do this I'll certainly look into it. If it requires FOSE, then no, because I try to make sure mods I release don't require script extenders so that anyone who wants to use it can.
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Rozlyn Robinson
 
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Post » Fri Feb 18, 2011 8:04 pm

Works great (well, if you are only carrying one sack anyways), but if I get more than one sack - how do I differentiate who they go to?
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Chantelle Walker
 
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Post » Sat Feb 19, 2011 3:44 am

I don't follow. What sacks are you referring to?
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Ross
 
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Post » Sat Feb 19, 2011 5:23 am

I think he's referring to WASPs. The caravan guys all seem to have new dialogue about WASPs as though they are traders, I don't know if that was intentional - http://www.gamesas.com/bgsforums/index.php?showtopic=1019444
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Louise Lowe
 
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Post » Fri Feb 18, 2011 8:19 pm

Well if my guys are giving dialogue options for the WASPS mod, that's not intentional. This mod doesn't have anything to do with the loot pickup, which in itself is a pretty nifty idea. all of my caravan operators are set to the Wasteland Adventurer class. WASPS seems to imply that any "caravan member" will have dialogue options, but I'm not sure how that's been done or what a "caravan member" refers to.
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Penny Flame
 
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Post » Fri Feb 18, 2011 8:51 pm

I assume all the caravan guys are in the same faction, but I haven't looked at it so I can't be sure, it's likely though.
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 2:18 am

My caravan guys are in their own faction, as well as members of TraderFaction. Main reason for that is because one of my guys for whatever reason decided he hated the caravan that shows up in Canterbury Commons. They fought it out, and my guy eventually won, but everyone's brahmins were dead - then the town guards returned the favor and killed my guy. Kept happening too, and I couldn't see why, so made them all members of TraderFaction which stopped it from happening. Didn't need that kind of mess.

I guess as long as there's no expectation that caravan operators are supposed to do any more than tell you what WASPS is about and who to go to, there's no harm done and we'll call it a compatibility bonus :)
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AnDres MeZa
 
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Post » Fri Feb 18, 2011 11:39 pm

Is anyone else having a problem with followers/companion's not following you when using the travel caravans? Kind of an issue unfortunetly. I'd love to see that fixed unless :)

Great, mod and implementation nonetheless!
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Jeff Turner
 
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Post » Sat Feb 19, 2011 12:52 am

While testing the caravans, any companions following at the time popped up within a few seconds. It's not perfect but so far it seems to work out.
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Zach Hunter
 
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