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More enemies per companion?


SirDanest

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I'm wondering it's possible (or has already been done) to mod the numbers of enemies (like raiders) to be more plentiful for each companion following the courier? I like bringing along certain companions for the role-play and story perspectives that they bring rather than as extra guns.

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We have a function to check if a NPC/potential companion is a follower (getPlayerTeammateCount) and you could use that in a trigger with a script to enable or disable more or less opponents......but each encounter is going to have to be done by hand in geck. A single encounter would be pretty easy, but there are a lot of encounters in the game world and that would require someone with a fair amount of free time on their hands.

 

Another idea, that probably isn't workable but rather a bluesky brainstorming thing....you might have a quest script that checks the number of followers and can somehow impact leveled lists to bump them up. The problem is I don't know of any function to "spoof" your level for level list calculations.

 

But often times there is more than one way to achieve a result in fallout, maybe another mod author has an idea.

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  • 2 weeks later...

Are spawn points (or whatever they're called) triggered by the approach of the player, or are they just naturally there already?

They encounter zones, which multiple cells can be part of. I'm not sure when they are generated but it might be when the player enters a cell that is part of the zone.

 

Could a companion's approach also trigger say a raider spawn point/leveled list?

Not through encounter zones, because they'r based solely on teh player and his/her level.

Using using ref walking and checking the getPlayerTeammateCount in a script would let you know how many companions are physically with the player. Or just a check to the companion for interior or worldspace if you want to skip the ref walking (I've never done it), since it's likely if they are in the same worldspace they'r with the player (and not kicking back at the lucky38). Then the script could enable extra opponents as described in the previous post. Once you have that number you can do a lot with it to customize your experience.

One trigger could enable a bunch of raiders in a whole mini world, and you'd have complete control over how many opponents in comparison to companions. You could do all kinds of stuff once that var was in a script to customize the encounters. But it's not automatic.....each script would have to be written and opponents placed in a disabled state in the game world, by hand.

Maybe someone has a better solution and can chime in?

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I suppose I could google, but assuming computing power is no issue, how many characters could participate in one battle? I think it'd be interesting to take a number of companions and fight a fairly big battle against non- bullet sponge type of characters like raiders. A fiend swarm perhaps. ;) It wouldn't have to be in every encounter zone... that'd be a silly amount of work apparently.
But I keep different companions or even sometimes prefer to go solo in different areas or missions, so I don't want to just increase all encounter zones.

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