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Companions


evilcook74

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  • 2 weeks later...

Just wondering why there seems to not be alota companions and mostly Piper and Curie redone over and over?

For the most part, I think it's the lack of ability to implement new companions properly. Almost all of the current mods that add new companions or allow recruiting of NPC's do so using console commands or BAT files, not the dialogue wheel. While some people might not mind having to do it that way, it's a very basic and rudimentary way to implement it, and integrating them in other ways like the ability to send them to settlements is even more problematic. In order to create companions that function organically, the GECK is a necessity, so I imagine a lot of people are holding off on companion mods until it's released.

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Guess I got spoiled after Fallout 3 ,Newvegas,Skyrim and Oblivion. LOL

Nah, I feel the same way. I'm used to playing NV with much more deadly combat values (C'mon, twenty high-calibre rounds to the head to kill a regular, albeit drugged up, human? What is this, Destiny? And why do the bullets do less damage when they're being fired from an automatic gun?) and relying on a squad of followers and team tactics to compensate for how much more damage everything does. GECK isn't that far off, unless they decide to delay it, Just a matter of waiting until people have the tools required to make followers properly.

 

The new DLC's pretty good for it, you can custom build your own robot companions.

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Guess I got spoiled after Fallout 3 ,Newvegas,Skyrim and Oblivion. LOL

I think this is just a matter of giving it some time. I'm fairly certain that there are hundreds of ideas running through the heads of people on a character they want to make into a NPC-Companion, and just like the other Bethesda games, it takes some time for people to implement their ideas. I'm feeling confident that within a few weeks after the CK comes out (hopefully in April 2016) the nexus will see dozens of new companions spring up.

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