willssi Posted April 17, 2011 Share Posted April 17, 2011 (edited) Hey guys, I'm cross-posting this from the beth mod forums, I hope no one takes exception. This is by-far my biggest and most complicated mod yet but I'm proud of how well it works. One warning though: it overrides all the companion scripts so if you're playing with a mod that already does that, only the lowest loaded mod will work (for a given companion). A lot of additional features are contained in the Module Pack, which I've included a link to at the bottom of my post. Hope you enjoy the mod! Begin xpost: Description Download Link: Classic Companion Configurator at The Nexus edit: new version up, 1.1 I missed the ability to customize how companions behave in a fight, something that we could specify in a 1998 game called Fallout 2 but was curiously lacking in Fallout 3 / New Vegas. This mod lets your companions use stimpaks, superstims, doctor bags and hydra while giving you a large variety of options to customize their behavior. The core component of this mod is that companions sustain limb damage and can be crippled like any other character in the game. That means that after combat ends, companions will no longer heal all their damage / limbs (by default, can be changed). Reminiscent of Fallout 1/2, I've also included health thresholds for companions to use Stimpaks, SuperStims, and to control when they run away from combat. With the inventory item ":: Companion Tweaker ::", you can set companions to be essential via and in-game menu, and force truly passive behavior that doesn't have you chasing Boone through a vault after a rat 2 floors below. Also, there is an optional Fallout 1/2 style HP system for your companions. By default, companions gain hitpoints every few levels. If you play with any mods that increase NPC health, it usually increases your companion health making them unfairly strong. If you enable Fallout 1/2 Style HP, there are 6 preset "levels" of HP that companions will have, depending on the player's level. All other companion stats will continue to autolevel like normal. Ultimately, this mod should let you town down companion strength so they're no longer the killing machines that shipped with FNV, make them mindless packmules, or essential characters that you don't have to think about. The point is to have choice, and make the companions more reactive. I hope you enjoy it. Features New is the ability for companions to use antivenom, stimpaks, superstims, doctor's bags, and hydra directly from their inventory. Antivenom will only be used by a poisoned companion after they have finished combat (to prevent chain drinking of antivenom while fighting creatures that poison).Stimpaks and SuperStims are used when a companion's health drops below a point set by you, the player. Doctor's bags won't be used by default in non-hardcore games (unless the companion is crippled and has no stims / hydra), and will be automatically used out of the companions inventory if they have a crippled limb. I have coded this such that stims and superstims in hardcore won't be spammed. The companions are intelligent about waiting for the healing effect to wear off before using another stim. It is possible for a severely hurt companion to use a Superstim and, if they're still below 50% health, use a regular stim immediately.Companions can flee combat, be made essential, truly passive, and have their HP turned down to be more realistic. All options are configurable via an in-game menu accessed by equipped the inventory item ":: Companion Tweaker ::". Configuring The Mod Upon loading of the mod, an item, ":: Companion Tweaker ::" will be added to your inventory. Using the companion tweaker will allow you to set companions to essential, true passive, set the amount of damage to be sustained before healing drugs are used, when companions should run away from combat and more.Because this mod focuses on making the companions more like the Courier, autohealing after combat is disabled by default. Also, if your companions are essential and knocked out, they will no longer get back up with 100% health. You can turn "Disabled Autohealing" off in the configuration menu to revert to the default behavior. Compatibility All 7 companions main scripts are changed, so any mod that overrides them will be incompatible with this. No NPCs are directly edited, so mods that edit the characters themselves should be compatible. The "recommended" mods listed below do not conflict, and include all the essentials like storing faction clothing, sandbox "wait" mode, and a lot more. I've also included a version of this mod that is compatible with the Save Cass mod. Load only one version of this mod at a time, and if using the Save Cass compatible version, load it after SaveCass.esp. Known Issues Certain issues exist when using essential companions in hardcore mode. The game is hard coded to heal any essential NPC that is knocked out, and when NPCs exit combat (in certain situations). If you disable companion autohealing, I have made a workaround for knocked-out companions to be revived with just 1 HP, but companions set to Passive will be healed each time the "stopcombat" section of the passive code executes. A fix for this issue is being worked on. Recommended Mods Companion Module PackEndurance and Health Overhaul ModCompanion CureEnemy AI revamp and other excellent XFO modulesModified Combat Values Also, For those that find companions too overpowered, even with the options included, there is a file marked "weaker weapons" that you can load in addition to the main .esp that will reducer the power of Boone's rifle, Arcade's Plasma Defender, and Lily's assault carbine. PicturesMain Screen -- Essential Screen -- Passive Screen -- Drugs Screen -- Combat Fleeing Screen -- Custom HP Levels Edited April 17, 2011 by willssi Link to comment Share on other sites More sharing options...
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