[RELz] Gun Runners Actually Run Guns

Post » Fri Jun 24, 2011 10:22 pm

http://www.newvegasnexus.com/downloads/file.php?id=42503

Name: Gun Runners Actually Run Guns (GRARG)
Version: 1.3
Author(s): Ripple


Description
===========
I am not sure how the Gun Runners can corner the majority of ballistic small arms market in the Mojave Wasteland when they are basically shelf clerks operating out of a three room hovel with a gun ATM. This is the faction that the Van Graffs are supposedly struggling against? They seem less like 'Gun Runners' and more like 'Gun Mart.' This mod does 2 things:

1) Adds a Gun Runners caravan that actually travels the Mojave Wasteland, run by Issac's cousin, Mathew.
2) Adds a storage and living area with additional security to the Gun Runners' New Vegas HQ building.


Details
=======
This mod is part of my role-play 'Immersion Fetish Series' along with my 'Atomic Wrangler six Workers' and 'Silver Rush Door Guard' mods. The intent is to add details that (I think) should have been in the default game to begin with, that enhances the 'ambiance' of the game RP envionrment, in an unintrusive fashion that blends seamlessly into the game.

1) Gun Runners Caravan
While Alexander is responsible for the Gun Runners caravan route along Highway 93, Mathew's caravan travels the I-15. Because the I-15 is closed due to NCR advisory, Mathew's crew will travel to Junction station, just short of crossing the death claws blockade on Sloan, then returning to the Gun Runners HQ building to restock. You can trade with Mathew, but it will require some...persuasion. You can also, of course, attempt to raid the caravan, but be warned: it is well guarded, and most importantly, remember what Alexander said about the Gun Runners caravans....

2) The second and third story of the Gun Runners New Vegas HQ building are now the storage and living area respectively. In the default game, the Gun Runners HQ security was so pathetic that I often wondered why Gloria didn't simply hire a bunch of raiders or fiends to sweep through the building. Aside from the NCR bases, this is (or should have been) the biggest repository of small arms and ammunition in the Mojave Wasteland. It should be impenetrable to anything but a small army. I added additional guards and security to the building, without 'overdoing it.' They still have less thugs than the Van Graffs, but there's now enough guards and defensive security to convey the sense that the Gun Runners are capable of deterring a frontal assault by the Van Graffs or any raider gangs, but not enough for them to take the war to their contenders' doorsteps.

If you are suffering from obsessive compulsive RP immersion fetish like me, you might like the other mods in my 'Immersion Fetish Series':

'Atomic Wrangler six Workers'
(Redirected link in my signature)

'Silver Rush Door Guard'
http://www.newvegasnexus.com/downloads/file.php?id=42253


Install
=======
1. Extract the files to /Fallout New Vegas/Data/
2. Start the Fallout New Vegas Launcher, click 'Data Files', place a checkmark beside the .esp file.


Uninstall
=========
1. Start the Fallout New Vegas Launcher, click Data Files, uncheck the .esp file.
2. Delete GRARG.esp from the /Data/ foldier.
2. Delete all files in the /Data/Sound/Voice/GRARG.esp/ sub-directory.


Incompatibility, issues, or bugs.
=================================
As with my other "Immersion Fetish Series' mods, I tried to make minimal edits to the default game in order to maximize compatibility with other mods. In addition to the added NPCs, the only modification to the default game space are the waypoint markers for the caravan route. The storage and living areas added to the Gun Runners HQ building are interior cells independent of the default Gun Runners HQ interior cell, and will not conflict with any mods. I did, however, have to replace the stairwell door in the Gun Runners HQ building with a functional one so I could connect the Gun Runners HQ interior cell to the second and third levels I added.

The Gun Runner caravan guards are dressed in accordance to lore. They are tough and should easily spank any random hostile critters that come across their trade route (although I tried to nav their waypoints to generate a relatively safe route, so they shouldn't come across anything at all). Obviously, if you use a mod that increases the spawn rate or adds new spawn points, your mileage may differ.

The plugin has been checked and cleaned in FNVEdit. Please report any issues.


History
=======
1.3, 2011/6/23 - Some minor changes with AI packages and brahmin model.
1.2, 2011/6/23 - Added an additional brahmin and caravan guards. Adjustments to NPC dialogues and AI packages. Raised bribe cost.
1.1, 2011/6/23 - Added turrets, for sheer intimidation and persuasive deterrence.
1.0, 2011/6/22 - Initial release.


Contact
=======
My username is Ripple both here and on Bethesda's offical FNV forums. You know the rest.


Credits
=======
Thanks to the Oblivion/Fallout 3/Fallout: New Vegas modding community for all the guidance and assistance over the years.
Thanks to Obsidian and Bethesda for creating Fallout: New Vegas

User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Fri Jun 24, 2011 12:07 pm

Yes! And more Wasteland traffic is always a good thing.

I like immersion mods that make *sense*, so I'll probably download this when I inevitably start playing New Vegas again.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Fri Jun 24, 2011 10:20 pm

What I need suggestions on:

1) Is there any way to get NPCs to move in formation? The 'follow' and 'accompany' AI packages are very limited. Ideally, I'd like to have guards flank the brahmin, which would then allow me to add additional brhamins and guards to the caravan without having them look like one long conga line. In other words, I want them to look like an organized caravan, not a mob with brahmins.

2) Right now the trade route for the caravan will take them from the Gun Runners HQ building, past McCarren Airbase (where they will idle for a bit to simulate their delivery), toward Junction Station just short of Sloan. I am soliciting ideas for additional, 'lore friendly' trade routes which I will set up for alternating days of the week. What I've considered (and sort of rejected so far):

- Jacobstown: not sure the NCR (the Gun Runners' biggest customer) would approve of them trading arms to super mutants and nightkins.
- Primm: they would be breaking the I-15 advisory. Plus, it's probably easier for Primm to be supplied by the Gun Runners coming from the NCR by way of the Mojave Outpost.
- Anything along and east of Hwy-93 is, IMHO, Alexander's route. Having another caravan deviate to that route is probably a redundant use of resources from a business standpoint.

I am open to ideas and suggestions. I might not agree with all, but I am open to them :)
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Fri Jun 24, 2011 11:25 pm

What I need suggestions on:

1) Is there any way to get NPCs to move in formation? The 'follow' and 'accompany' AI packages are very limited. Ideally, I'd like to have guards flank the brahmin, which would then allow me to add additional brhamins and guards to the caravan without having them look like one long conga line. In other words, I want them to look like an organized caravan, not a mob with brahmins.

2) Right now the trade route for the caravan will take them from the Gun Runners HQ building, past McCarren Airbase (where they will idle for a bit to simulate their delivery), toward Junction Station just short of Sloan. I am soliciting ideas for additional, 'lore friendly' trade routes which I will set up for alternating days of the week. What I've considered (and sort of rejected so far):

- Jacobstown: not sure the NCR (the Gun Runners' biggest customer) would approve of them trading arms to super mutants and nightkins.
- Primm: they would be breaking the I-15 advisory. Plus, it's probably easier for Primm to be supplied by the Gun Runners coming from the NCR by way of the Mojave Outpost.
- Anything along and east of Hwy-93 is, IMHO, Alexander's route. Having another caravan deviate to that route is probably a redundant use of resources from a business standpoint.

I am open to ideas and suggestions. I might not agree with all, but I am open to them :)


I don't think Alexander himself is a caravan driver. I was under the impression that he coordinates the caravans going that route, not that he runs one. Besides, it is also implied that there are multiple ones. Perhaps in future versions, you can add the ability to occasionally encounter generic Gun Runner caravans, and a rare encounter could be the caravan you've already implemented.

I am about to play, I'll talk to Alex and confirm that he is not the head of a caravan, but a coordinator.

EDIT: O.K., so Alexander says he makes occasional runs to McCaren, but he mostly spends his time checking stock and stuff for caravans passing through the 188. It would make complete sense to encounter his brother's caravan on 93.
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maya papps
 
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Joined: Mon Aug 07, 2006 3:44 pm


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