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RoyBatty
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Companion Overhaul Prerelease

I think it's time that pintocat's and my work is put out publicly for testing. It's been about 9 months we worked on this, and it's been in planning for over 2 years.

We need feedback and testing. I have tested it with JIP CC&C aswell and it appears to be 100% compatible with it. Please bear in mind that we have *not* done the voice/lip files yet, nor has it been split into two separate plugins.

What does the plugin do? Well we're glad you asked.

  • All Fallout 3 companions now have complete wheels, with dialogue responses.
  • All Fallout 3 companions now have firing locations for both wastelands.
  • All Fallout NV companions now have firing locations for both wastelands.
  • All Fallout 3 companions now have *Perks* YAY!

Most of the bugs have been fixed for both sets of companions because it's bloody hell to make something like this when the vanilla companions are buggy.

Temporary companions (Red, Sticky, Cherry etc) are not yet covered, in the future.

Fallout 3 DLC companions (Zeta, Anchorage) are not yet covered, in the future.

Things of note:

Do *not* use the No Karma optional with this plugin, it is included already and will break it.

ED-E cannot ever use melee weapons or melee style, so this was removed from him entirely (engine bug).

Dogmeat's knockdown effect doesn't seem to work, and I'm tired of trying to make it so reliably.

When firing ED-E his "returned" message appears in the dialogue immediately after his losing perk message because it refuses to work properly in the "End" scriptlet section (engine bug).

Please test everything you can, all companion wheel behavior, firing/hiring in both wastelands, mass firing, quests that mass fire companions (DLC's, Vault 87, etc), combat and following behaviors and of course their new perks.

If you have any *simple* suggestions to improve the plugin, please share. No complex things like adding quests for Fallout 3 companions to improve them and their perks like the NV ones, that's outside the scope of this project. However maybe down the line, far down the line.

Thanks for your continued support and patience while we make this more end game like content.

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Edited by: RoyBatty on 10/01/2016 - 01:11
Risewild
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I will add just a few notes

I will add just a few notes for completeness sake and because I need to make sure or my OCD will keep bugging me (yes I actually do have OCD, it is not juts a saying in this case) .

Some testing results that were different from me and from Roy and I do believe Roy's case is the correct one otherwise I wouldn't have endorsed releasing this plugin for trusted users testing yet, they are the first two cases in the following list .

I would like you guys and girls to check or be mindful of:

  • If Boone when fired in DC stays in the Sniper Shack
  • If Clover popup message when fired on NV says that she is waiting in Goodsprings or the Station
  • ED-E is always a mess even in vanilla FNV so pay attention to it's behavior (and remember that no close combat for it)
  • RL-3 also sometimes decides to be a mess so pay attention if by any chance he is not working properly that it is a temporary or permanent issue.
  • Test the companion perks (I tested them and they got green light from me but some are hard to check if they are working properly or not, for example Butch perk effect depends on what the player and he has equipped so it is almost impossible to test all the equipment possible in a short amount of time).
  • Buggy engine is buggy and sometimes when hiring Charon he breaks and will not shoot Ahzrukal (sometimes we just have to push Ahz a bit for it to work, but other times it might permanently break, like if Ahz is sleeping in a bed or something) so I advise you to make a save before hiring Charon.
  • Remember that DC followers need karma to be hired so if there is no option to hire them it is usually because you don't have the required good, evil or neutral karma.
  • The old TTW DC followers no karma hire plugin is not compatible with this companions plugin so do not use it while testing.
  • Do not use coc to "travel" to the other wasteland because that will break firing companions and other issues might occur.

That is all I can think of at the moment, so please have fun doing my job for me (actually I appreciate the help since I have been testing this for a long time and it is the most boring testing I ever did ). Thanks for your help guys and girls .

RoyBatty
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1st fix

1st fix

Fixed Clovers firing message in NV to correctly reflect she is fired to the Freeside Train Station.

TJ
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RoyBatty wrote:

RoyBatty wrote:

When firing ED-E his "returned" message appears in the dialogue immediately after his losing perk message because it refuses to work properly in the "End" scriptlet section (engine bug).

Disclosure: I have not looked at this plugin, nor even loaded this game in a very long time. I do not know if it is the same issue or not, and am just taking a guess based on what is above.

Sesom said way back when fixing that stupid temp companion in OpAnch (that's been like... 4+ years ago? I'm paraphrasing here) that if two messagebox commands are in the same scriptlet the best outcome is what you described. If you can move one of the messageboxes to the BEGIN and leave the other on the END it should work out, if this is indeed the problem.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

RoyBatty
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TJ: That's the way it was

TJ: That's the way it was before, the "remove perk" was in the Begin section and the "returned to" was in the end, but the end message box wouldn't appear until menu mode 1004 was active. Very very weird, so I had to put them both into the same.

rockitten
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Is it too much if I wish

Is it too much if I wish someone to fix Cass dialogue bug?

RoyBatty
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Depends on the bug, and if I

Depends on the bug, and if I caused it or not.

rockitten
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I am referring to the vanilla

I am referring to the vanilla bug on Cass which makes player never be able to access to her top level dialogue options (such as trade equipment...etc)

RoyBatty
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Unaware of such a bug, and

Unaware of such a bug, and that's what the companion wheel is for, which works.

Mariofan17
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rockitten wrote:

rockitten wrote:

 

I am referring to the vanilla bug on Cass which makes player never be able to access to her top level dialogue options (such as trade equipment...etc)

The only option this bug prevents you from acessing is the one where you want to fire her. Everything else is controlled by the companion wheel.It's not to big of a deal and I dont believe anyone has even bothered to fix it.

rockitten
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Mariofan17 wrote:

Mariofan17 wrote:

 

rockitten wrote:

 

I am referring to the vanilla bug on Cass which makes player never be able to access to her top level dialogue options (such as trade equipment...etc)

 

The only option this bug prevents you from acessing is the one where you want to fire her. Everything else is controlled by the companion wheel.It's not to big of a deal and I dont believe anyone has even bothered to fix it.

Except when you are playing with some mods from lovelab........><

I know there is smaller talks mod, but that mod is annoying

RoyBatty
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Well everything has been

Well everything has been tested extensively by Risewild, including firing all followers in both wastelands. Any mods that alter vanilla companions are going to need to be updated to have a patch for this when it's integrated. The Fallout 3 companion stuff will be in TTW itself, while the NV stuff will be an optional plugin.

We're not interested if it works or not with other mods, that's on those mods to address. TTW stuff is built to be used stand alone (think vanilla). The only bugs that were "fixed" were ones that were either making it difficult to get everything working inside the framework, or because they were just dumb and easy to fix. The latter ones may end up getting removed since they don't affect how the dialogues/wheel work. They've been included as of now because I felt like doing them, and they were easy things to fix, and have little chance of interfering with other mods.

RoyBatty
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Here's a requested No Karma

Here's a requested No Karma version, you just need this. The No Karma optional is not required.

rockitten
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RoyBatty wrote:

RoyBatty wrote:

 

Here's a requested No Karma version, you just need this. The No Karma optional is not required.

Test it on Jericho with my "good guy" PC, can't recruit him, so it seems the no karma bit is not working but is onay with the original TTW no karma plugin (or, some mod conflict on my side) .

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Should be able to hire

Should be able to hire Jericho now with the no karma version.

rockitten
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RoyBatty wrote:

RoyBatty wrote:

 

Should be able to hire Jericho now with the no karma version.

A quick test on a clean save (new play through) with no other mods (except ttw and anti crash), fast traveled to Megatown and paradise fall, test outcome: negative, cannot recruit Jericho and Clover (the dialog option to buy his body guard does not show up). However, everything works fine with the origional TTW no karma mod.

Have not test on Paladine Star and Fawkes yet as it need to complete some quest first.

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Something else must be

Can't fix it, FNVEdit bugs and either A) doesn't copy the records, or B) closes when I try.

RoyBatty
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Good ole Sort Info problem

Good ole Sort Info problem again (thanks zilav, I should remember that by now)... should have it fixed and working here now.

 

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I'm excited for this pre

I'm excited for this pre-release!

I really believe the Fallout: New Vegas companions are far more interesting than their Fallout 3 counterparts, so being able to take characters back and forth across both landmasses adds yet another dimension to Tale of Two Wastelands.

This is a huge accomplishment!

I want to be different, just like everyone else.

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Bizzquik wrote:I really

Bizzquik wrote:

I really believe the Fallout: New Vegas companions are far more interesting than their Fallout 3 counterparts, so being able to take characters back and forth across both landmasses adds yet another dimension to Tale of Two Wastelands.

 

You are aware that that has been possible all along, right? This adds fire locations for each companion in the opposite wasteland of where they belong, among other things. NV Companions could always come with you to DC though.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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TJ wrote:

TJ wrote:

 

Bizzquik wrote:

I really believe the Fallout: New Vegas companions are far more interesting than their Fallout 3 counterparts, so being able to take characters back and forth across both landmasses adds yet another dimension to Tale of Two Wastelands.

 

You are aware that that has been possible all along, right? This adds fire locations for each companion in the opposite wasteland of where they belong, among other things. NV Companions could always come with you to DC though.

Right. And FO3 companions have always been able to come with you to the Mojave. However, imo F03 vanilla companions are so bad I never bother to recruit them.

My computer specs are too embarrassing to reveal, but the game still runs.

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Thenryb: Well try them now,

Thenryb: Well try them now, that's what this update addresses.

Bizzquik
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Wait, really?  So there's

Bizzquik wrote:

I really believe the Fallout: New Vegas companions are far more interesting than their Fallout 3 counterparts, so being able to take characters back and forth across both landmasses adds yet another dimension to Tale of Two Wastelands.

TJ wrote:

You are aware that that has been possible all along, right? This adds fire locations for each companion in the opposite wasteland of where they belong, among other things. NV Companions could always come with you to DC though.

Wait, really?  So there's zero reason I should be hauling Jericho's sorry butt all over DC...?

I want to be different, just like everyone else.

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Bizzquik wrote:

Bizzquik wrote:

 

Bizzquik wrote:

I really believe the Fallout: New Vegas companions are far more interesting than their Fallout 3 counterparts, so being able to take characters back and forth across both landmasses adds yet another dimension to Tale of Two Wastelands.

TJ wrote:

You are aware that that has been possible all along, right? This adds fire locations for each companion in the opposite wasteland of where they belong, among other things. NV Companions could always come with you to DC though.

 

Wait, really?  So there's zero reason I should be hauling Jericho's sorry butt all over DC...?

Pretty much. You can take the DC followers wherever you want in NV or bring the NV followers back with you to DC. The only catch was that when you dismissed them they would go back to their original wasteland home unless you were using a mod that would let you send them to Megaton or the Lucky 38 or something.

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This update has a lot more

This update has a lot more than that added to it also.

The FO3 companions have unique perks, complete wheel support, hardcore support, lots of bug fixes.

A lot of work and testing when into this.

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RoyBatty wrote:

RoyBatty wrote:

 

This update has a lot more than that added to it also.

The FO3 companions have unique perks, complete wheel support, hardcore support, lots of bug fixes.

A lot of work and testing when into this.

I can't wait to give it a go. :)

You guys always do awesome work. Hopefully when spring break rolls around I'll have time to try this out.

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How  much health is Dogmeat

How  much health is Dogmeat meant to have?

He had over a thousand before I installed the mod (and it was one of the few things that saved him in combat, all things considered, and he has a bit over 300 now. This, with no DT and BLEED installed, makes him truly a mayfly in combat.

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It's a bug from broken steel

It's a bug from broken steel.It affects him,Fawkes and RL3.The Unoffical Fallout 3 Patch fixe's that issue but I dont believe Roy has added it to TTWFixes yet.

RoyBatty
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The companions are now

The companions are now balanced the same as the New Vegas companions are. So Dogmeat, Fawkes and RL-3 no longer have ridiculous levels of health (in Fawkes case over 9000!). Using your companions as the primary method of dealing with enemies and also as meat shields are bugs, be careful with them in Hardcore like you would be with NV ones.

It is compatible with JIP CC&C if you desire to make them immortal.

 

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The facegen data was edited

The facegen data was edited for a bunch of companions. Is that intentional?

 

RL3 isn't given companion ammo

 

Ed-E Should be set to flies

 

YUP edits the package files for the new vegas companions. You might want to include those fixes

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Have I mentioned how much I

Have I mentioned how much I hate GECK's random editing today?

There's no facegen changes, must be your esm.

I'm not carrying anything forward for NV companions from YUP or anything else, I only touched what was breaking shit and it will be separated out to an optional plugin anyways.

Set base ED-E to flies.

Reverted RL-3's weapon ammo back to robot ammo like it should be.

Will upload both versions in a bit.

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OK here's quick patches.

OK here's quick patches.

:EDIT:

Apparently my settings got fubar'd for FNVEdit and that's why I couldn't see the facegen changes. So please redownload.

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By the way, is it too late

By the way, is it too late now if I would like to suggest adding "removable/player usable" companion clothes into this overhaul?

-

I just want to see veronica's hair without console

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That's outside the scope of

That's outside the scope of the update.

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Fair enough. Raul's l38

Fair enough. Raul's l38 package is set to travel, instead of sandbox, which is different from every other l38. It's a vanilla bug, so I'm not sure if you want to fix it.

You're also adding clover's cleaver to clover. Is that intentional. It's cut content normally.

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Yeah I can do that, thought I

Yeah I can do that, thought I already caught all those. I fixed other stuff that's not in YUP.

Yes, Clover's is intentional as I think it's a bug. All companions should have both a Ranged and Melee weapon with the exception of ED-E because he doesn't have AI for melee, or the dogs because they can't fire guns.

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rockitten wrote:

rockitten wrote:

 

By the way, is it too late now if I would like to suggest adding "removable/player usable" companion clothes into this overhaul?

-

I just want to see veronica's hair without console

JIP Companions command and control can do this dynamically

RoyBatty
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Small update to fix some

Small update to fix some small issues.

Nokarma version only for now.

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What changes in this version?

What changes in this version?

darthbdaman
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I want patch notes!
I want patch notes!
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Uhm

Uhm

Fixed RL-3's plasma weapon to shoot at the correct rate.

Fixed some faction relation with ED-E I think...

I forgot, compare to previous plugin. :D

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You aren't properly
You aren't properly documenting Roy!
RoyBatty
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Well I was kind of pissed off

Well I was kind of pissed off because of my internet being disconnected etc, I have an excuse.

Anyways I did another update which adds everyone to the follower faction like the other 2 ED-E's and dogmeat like they should be.

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Did you post the update in
Did you post the update in the previous post?
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I haven't uploaded it yet

I haven't uploaded it yet because I want to check some other stuff first.

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Well,I've only hired RL3 but

Well,I've only hired RL3 but he seems to be doing allright.Everything seems to be in order with this installed.Havent checked with other companions yet but no bugs to report so far with RL3.Cant really tell if his perk is affecting me or not though.

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New version in OP.

New version in OP.

Fixed Jericho initial hiring, broken variable check.

Fixed firing dialogues to be unique.

Fixed Faction relations.

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Lookin' good.

Lookin' good.

Will there be a Karma version released in the near future?

(I kinda like the Fallout Karma system.)

I want to be different, just like everyone else.

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Yeah the karma checks are

Yeah the karma checks are easy to add in, but I didn't want to keep making multiple versions for testing.

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Makes sense.

Makes sense.

Thanks for the reply.  :-)

I want to be different, just like everyone else.

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Bizzquik wrote:

Bizzquik wrote:

 

Lookin' good.

Will there be a Karma version released in the near future?

(I kinda like the Fallout Karma system.)

I question the taste of someone with an Episode 1 avatar :P 

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