blackrat99 Posted January 7, 2018 Share Posted January 7, 2018 I'm usually a loner in the Wasteland but I've started trying out some companion mods. But I can't find a good house for them. The ones i've tried say companion-friendly, but they aren't really. Either the navmesh has them walking into walls or getting stuck or they don't have things like a lounge area or enough beds. After all, people have to have somewhere to relax. Ones I've lookd at: Underground Mini-Hideout - My favourite house mod but too small for companionsSpecial Forces Vault - Hard to say why, it just didn't grab meUnderground Hideout - No lounge area, not enough bedsRR Companion Vault - too big, crashesTec Vault - Too bigHome 101 - interesting, but had navmesh issuesAlpha-C-ev - Beautiful, but massive slowdown If anyone has any recommendations please post them. Link to comment Share on other sites More sharing options...
M48A5 Posted January 7, 2018 Share Posted January 7, 2018 I have used RRCompanion Vault for years and I have found that you cannot have a lot of gear in your inventory when you try to enter the vault proper. Making the game Large Address Aware fixed that problem. Another good home is Hunter's Ridge. I use the original log cabin. The mod author has put together a Housing Compilation: https://www.nexusmods.com/fallout3/mods/16201 Which has 6 of his housing mods. You might want to try Amazonian Hospital https://www.nexusmods.com/fallout3/mods/11721 Please note, this was originally published in French and there are still some French terms used. This is easily fixed with FO3Edit. Link to comment Share on other sites More sharing options...
blackrat99 Posted January 7, 2018 Author Share Posted January 7, 2018 Thanks. I've had a look at Hunter's Ridge on the Nexus. It looks nice, it's just the location that's not so good. A bit off the beaten track and impossible to move. I'll check out Amazonian Hospital. Link to comment Share on other sites More sharing options...
Mktavish Posted January 7, 2018 Share Posted January 7, 2018 (edited) Not to shamelessly self promote ... But I would be interested to see how companion friendly this house is ... https://www.nexusmods.com/fallout3/mods/22319/? The couch can also be used as a bed if you hover the reticle at the center seam between cushions. And I think if your companion AI will sandbox , would then be able to use that furniture marker to do a sleeping animation + sit there and the other chairs + toilet , which is just an invis chair furniture idle marker. Can't remember if the upstairs bed is player owned for getting the well rested perk. Which I think might not let them use it. although I could use a different bed for the top bunk that they may be able to use ... not sure about bunk beds since its idle marker would be so far off the floor ? But maybe with a ladder and navmesh they could walk up. I could see setting up a bunch of other idle markers around the house ... doing different things ... maybe even washing the dishes ... hehe. Add edit : it is probably most companion friendly after the final build stage ... since the navmesh is not enabled in increments with the previous build stages. So the companion can go where the player can't untill then. Edited January 7, 2018 by Mktavish Link to comment Share on other sites More sharing options...
blackrat99 Posted January 7, 2018 Author Share Posted January 7, 2018 I love house mods that try and do different things. It's probably not what I'm looking for for a home base this time because I have too many companions, but I'll certainly check it out . Installed and will have a look when I get back to Megaton. It looks like something I'd like to try with at most one companion. This time I've got a lot of companion mods installed and expect to have maybe 6 companions at any one time as they get killed off (but adventuring with just one or two), the rest relaxing at home. I'll keep looking for something with a clubhouse-like feel. I've just looked at Solace. Vey nice but not very FO3. Link to comment Share on other sites More sharing options...
Mktavish Posted January 8, 2018 Share Posted January 8, 2018 Well if you get a chance to swing by there and see how your companions react ... would be great for my next installment research. I hadn't thought about companion friendly yet ... so thanks :) Do ya think I should implement special AI packages to make them use idle markers ?Hence a bit of an overhaul on companions for this house mod ? Link to comment Share on other sites More sharing options...
Mktavish Posted January 8, 2018 Share Posted January 8, 2018 Actually now that I think about it ... this mod in progress https://www.nexusmods.com/fallout3/mods/18425/? would definitely have a club house feel , after the player taking over the vault as overseer. Just waiting on my mod partner to get back and finalize the introduction phase. Not sure if that upload has the overseer suite ... but then its all missing the story to get it there. Link to comment Share on other sites More sharing options...
blackrat99 Posted January 8, 2018 Author Share Posted January 8, 2018 I've got your house built. I've parked a few of my companions and will head back there with one and try out the attack option and see how she sandboxes. Most companion mods seem to have a sandbox package (vanilla companions don't but there's a mod that adds one) so they ought to use whatever furniture and idle markers you put in the house. Whether that would work with SCC companions I don't know (don't have any currently). Being able to tell an NPC to stand guard at a certain point or patrol a certain area makes sense for a house that comes under attack but can that be applied to a companion? I know some mods have guards but those are their own NPCs. Link to comment Share on other sites More sharing options...
Mktavish Posted January 9, 2018 Share Posted January 9, 2018 The vanilla wait packages they have are guard packages. But they only have a 500 guard radius. So about 25 ft 7.5 meters I guess. So won't attack unless that radius is breached ... except upon being attacked. But will still remain in that radius ... which I guess works for the size of the house ? I noticed Charons wait package is not flagged with "Observe combat behavior" & "Reaction to Player Actions" though . I wonder whats up with that ... an oversight , or something to do with his Aggressive , fool hardy AI setting ? But I could use the computer there to run scripts , to get and set current followers the player has with tailored AI packages. Link to comment Share on other sites More sharing options...
blackrat99 Posted January 9, 2018 Author Share Posted January 9, 2018 (edited) I've checked the house out. Companions sandbox OK downstairs but won't mount the wooden platform nor can I take them upstairs. It makes me wonder if there is another building stage, but I can't see the toolbox anywhere. Is there anything that will tell me that the building is complete? The attack option was good, but I turned it off after the first attack and the Talon mercs are still spawning. I turned attacks on then clicked on Spawn Attacks Now and after the attack turned attacks off. Do I need to do something else to stop the spawns? EDIT: nevermind - I hadn't activated the blue boxes. Once I'd done that they could sandbox upstairs - although they were more likely to walk outside due to the size of the house and the fact that it's an outside space. Upstairs too, they could get into a walk loop and not go downstairs. Maybe a seat up there would break them out of the loop. Edited January 9, 2018 by blackrat99 Link to comment Share on other sites More sharing options...
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