llloyd Posted January 1, 2018 Share Posted January 1, 2018 (edited) Looking for a mod that will change a couple of things on Curie. She starts with, when she goes synth, an institute laser rifle, but no ammo. So, perhaps giving her some Companion fusion cells for it would be good. Two she tends to favor melee, much to drive me batty. So, if there is a way to tweak her AI to favor long range weapons instead. When combined with the Companion ammo, it would keep her back and shooting with the rest of us. Also I know, from Heather, that there is some setting that let's a Companion use PA with out wrecking it. With her always wading in to melee her PA breaks pretty quickly, even if it's T60 Mark V (on the letter scale, A to F, it's upgraded to E) . Again much to annoy me. So, the last change would be to have that setting set on her. So, to recap. Give Curie Companion ammo for her default weapon in Synth mode, make it so she favors ranged weapons, and so her PA doesn't break. Not sure how to do all that, TBH. The ammo thing shouldn't be difficult. Poke at what Danse has, which should be Companion fusion cells, and copy that data to Curie. But the AI and PA stuff, no clue. >.< Edit: Ok, the ammo thing will be difficult. I poked at her record, Curie Synth, in FO4Edit and it's nothing like 3/NV, I can't find starting inventory. >.< Edited January 1, 2018 by llloyd Link to comment Share on other sites More sharing options...
matttighe15 Posted January 11, 2018 Share Posted January 11, 2018 Infinite companion ammo and unbreakable power armor are already a thing, and are even in one mod nowhttps://www.nexusmods.com/fallout4/mods/6686 Link to comment Share on other sites More sharing options...
llloyd Posted January 11, 2018 Author Share Posted January 11, 2018 Oh, yeah, thank you for reminding me. Need to test that further and/or post a bug report. When I initially loaded it my Tab key broke, I couldn't bring up my Pipboy or nothing. On an exit / disable last loaded mod (the one you pointed out above) and reload it started to work again. >.< Link to comment Share on other sites More sharing options...
matttighe15 Posted January 13, 2018 Share Posted January 13, 2018 (edited) n Oh, yeah, thank you for reminding me. Need to test that further and/or post a bug report. When I initially loaded it my Tab key broke, I couldn't bring up my Pipboy or nothing. On an exit / disable last loaded mod (the one you pointed out above) and reload it started to work again. >.<never had a single issue with this mod. Must be something with your computer or load order or something. I dont think its the mod. And i can confirm the infinite ammo works without any bugs for every ammo and gun ive tested, even modded ones. Power armor IDK, because i only make companions wear armor when i am already in it and i want to transfer a new found frame back to my collection at spectacle island, so they are only ever in it until the end of the dungeon. But when i play tomorrow, i will go straight to spectacle and load every possible companion (minus x6-88, havent gotten him in this playthrough yet) into power armor with fresh fusions. Then ill post here after a day of gameplay (i usually put in like 6 hours real time on days i play) And ill let you know if any of the companions used up power armor at all. Ill try it with base level of all the usual armors (45, 60, x01, ect) with a spare x01 on the companion i travel with, and ill report all my finding back here, and maybe on the mod page if i find something other than "no one uses fusion cores or damages armor". Although, it is worth noting that cait climbed into power armor that didnt have a fusion core in it, and began rampaging around, so take that for what you will. Edited January 13, 2018 by matttighe15 Link to comment Share on other sites More sharing options...
llloyd Posted January 13, 2018 Author Share Posted January 13, 2018 Odd. Maybe it's the version I used. Since I have Heather, Dogmeat, and Curie (with Everyone's Friend mod ) I used the multiple Companion version. I loaded up the game, went to go into the Pipboy to fast travel to the next stop, nada, went flailing about hitting tab with no effect, managed to hit enter on Curie and couldn't tab to exit that. I exited out and disabled the last mod I installed, standard diagnosing procedure to return to last known good configuration, and tab started to work. I'll give it a whirl again later when I've executed Danse (I've started a new run, giving a melee build a try, pretty crazy so far, 108 damage with a chained baseball bat and I am not even 15 yet. O.o) and go get Curie. Link to comment Share on other sites More sharing options...
matttighe15 Posted January 14, 2018 Share Posted January 14, 2018 Odd. Maybe it's the version I used. Since I have Heather, Dogmeat, and Curie (with Everyone's Friend mod ) I used the multiple Companion version. I loaded up the game, went to go into the Pipboy to fast travel to the next stop, nada, went flailing about hitting tab with no effect, managed to hit enter on Curie and couldn't tab to exit that. I exited out and disabled the last mod I installed, standard diagnosing procedure to return to last known good configuration, and tab started to work. I'll give it a whirl again later when I've executed Danse (I've started a new run, giving a melee build a try, pretty crazy so far, 108 damage with a chained baseball bat and I am not even 15 yet. O.o) and go get Curie. i have curie.... I have max affinity in all but danse, and i dont have x6-88 yet because i havent even been to the institute yet Link to comment Share on other sites More sharing options...
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