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Population of Primm


Feltmarskal

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Are there any mods out there that populates Primm, when you completed "My Kind of Town". Because it's looking awfully empty. 10-20 citizens would fix that emptiness and probably a 1-2 shops.

 

I will try to mod this myself if i can learn, where are the tools?

 

Thanks.

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Seems someone has an ongoing mod as a WIP, but nothing to stop you adding a few NPCs and dwellings of your own: personally I think adding new characters is one of the more fun modding projects, so why not give it a try anyway? :)

 

The essential modding tools are Geck (which is probably all you'll really need for the main part of your work) and FNVedit for tweaking and cleanup. There're others available if you want to work on new meshes and the like, but if you're new to this it's probably best to stick to what Geck can do for you for the time being.

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Seems someone has an ongoing mod as a WIP, but nothing to stop you adding a few NPCs and dwellings of your own: personally I think adding new characters is one of the more fun modding projects, so why not give it a try anyway? :)

 

The essential modding tools are Geck (which is probably all you'll really need for the main part of your work) and FNVedit for tweaking and cleanup. There're others available if you want to work on new meshes and the like, but if you're new to this it's probably best to stick to what Geck can do for you for the time being.

Thank you for the information. I'm new to FNV and the whole series, so i'll need some advice time to time. :)

 

On a semi-related note, anyone know whether the residents of Primm will remained holed up the in the Vicki & Vance if "My Kind of Town" fails? Do they only come out of their hidey-hole if the quest succeeds (with 1 of 3 sheriffs installed)?

Can't help you on that.
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On a semi-related note, anyone know whether the residents of Primm will remained holed up the in the Vicki & Vance if "My Kind of Town" fails? Do they only come out of their hidey-hole if the quest succeeds (with 1 of 3 sheriffs installed)?

 

I don't think you can "fail" the quest, unless you kill all three potential sheriff activators. Since one of those is smack dab in the middle of all those people, not sure how you could kill it without making everyone go aggro. The people won't come out until that quest is completed, at any rate. It's how Bethesda handled keeping the population from getting thinned out by the bad guys roaming around outside.

 

Personally I'd like to see the people come out as soon as all the bad guys are bad, and do their normal routines right away. Like a dialog option that says "Ok, the coast is clear, you can quit hiding now".

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