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Companion nerf


vegeta0585

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I am trying to overhaul my companions to bring them more in line ED-E before upgrades. he's not weak, he's not uber strong. But boone, veronica, cass? They just mow things down on very hard settings with project nevada and "Creatures give you hell," along with XFO's armor + bleedthrough mods. Its not fun! So I want to nerf them.

 

However, I opened up boone and veronica in the GECK, and....they dont seem all that special o_O with the exception being their high HP, which I tried to lower and the stupid geck wont let me save it. They dont have super SPECIAL, they dont have amazingly godlike weapons, their default armor is no DT or very low DT....what do I change to make them stop taking punches to the face from beefed up very hard super mutants and giggling about it?

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Hi!

 

you might take a look at this for the vanillas.

 

http://www.newvegasnexus.com/downloads/file.php?id=41396

 

:) llama

 

Thank you, very much. I'm going to give this a go, looks like a lot of people have problems with it, hope Im not one of them!

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yea =\ Doesnt seem to be working at all. Got all my companions hps set to fallout 2 style, got the weaker wapons mod on, and set all companions to passive / defend players.

 

The weapons do seem weaker. Which is great. However hp doesnt seem to have changed, and they still charge in to any red dot on the compass ahead of me like crazed wild people, waving their arms and bellowing while I stand back and facepalm, crouched strategically by the door.

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Its working fine with mine. Please dont blame any mod immediately. Check first for conflicts, learn to use fnvedit and learn to sort your load order.

 

load order is sorted with BOSS, FNVedit has been used, and a mergepatch is in effect. Ty, tho. I also read the compatibility part.

 

and if you'll read the posts ON the mod's page, many people are having issues with the mod. HP seems to be a big one.

Edited by vegeta0585
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Also, FNVEdit won't report on conflicts caused by script changes. So if a mod changes values via script, then you won't know until you play.

 

well the mod wasnt doing what Id wanted it to do, so I turned it off, however it seems all the little changes stick wehter its on or off now, cant make my companions stop getting crippled , and if they get poisoned they just die over and over, wont even use anti venom without the mod on. -_-

 

between this mod, XFO's enemy ai mod, and and the "modified combat values" mod, my companions now go crazy no matter what. EVen turning all the mods off, its already set in stone, they're insane and do whatever they want.

Edited by vegeta0585
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