Companion Overhaul Prerelease

What's new and upcoming in Tale of Two Wastelands? Find out here.
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RoyBatty
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Companion Overhaul Prerelease

Post by RoyBatty » Thu Feb 11, 2016 2:25 am

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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Risewild
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I will add just a few notes

Post by Risewild » Thu Feb 11, 2016 4:54 am

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 .



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RoyBatty
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1st fix

Post by RoyBatty » Thu Feb 11, 2016 5:01 am

1st fix


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


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TJ
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RoyBatty wrote:

Post by TJ » Mon Feb 15, 2016 9:48 pm

[quote=RoyBatty]


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).


[/quote]


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.


My project Dash is on Kickstarter!



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RoyBatty
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TJ: That's the way it was

Post by RoyBatty » Mon Feb 15, 2016 11:50 pm

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.


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rockitten
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Is it too much if I wish

Post by rockitten » Tue Feb 16, 2016 5:00 am

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



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RoyBatty
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Depends on the bug, and if I

Post by RoyBatty » Tue Feb 16, 2016 5:30 am

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


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rockitten
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I am referring to the vanilla

Post by rockitten » Tue Feb 16, 2016 11:43 am

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)



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RoyBatty
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Unaware of such a bug, and

Post by RoyBatty » Tue Feb 16, 2016 3:04 pm

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


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rockitten
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Mariofan17 wrote:

Post by rockitten » Wed Feb 17, 2016 3:42 am

[quote=Mariofan17]


 


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.


[/quote]


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



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



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