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Player as companion mod request


kucingkucing

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hi, I not native English, sorry if there any mistake,

I like to request to create a "new companion":
-the appearance and name is copied from "the player character" appearance and name,
-it takes a new slot of companion, so you can take to 3 companions ("new companion", non-humanoid like rex, and humanoid-like veronica),
-it like act like all humanoid companion,
-you also can do that wheel menu on the "new companion" too,
-basic talking option only hire/dismiss and done talking,
-put s/he in goodspring, there 3 chairs in the terrace of Prospector Saloon, make s/he sit there,

when you "hire" them, you get new perk:
-copy/move the SPECIAL stats, reputations, skills, perks, and that challenges counter(like Lord Death perk) from "the player character" to "new companion"

-the player will be ignored by hostile NPC, if this hard, makes the player invincible to any damage (include poisons) from hostile NPC, you can copy "Spray and Pray" perk and make it "Reduces the damage from hostile NPC by 100%"

-when "new companion" take damage/crimple, it will be transferred to the player,

-"new companion" will transfer any exp or challenges counter to the player,

-the player can do anything like normal gameplay, except for combat activity(disable vats and cannot punch, shoot, slash, etc),
-the player can still interact with NPC or object(disarm trap, lockpick, open computer, loot, etc)
-the player still receives rad damage from the environment,
-the player can die if health goes to 0, include from transferred "new companion" damage

and when you "dismiss" them, you will get normal gameplay again,

and this is the concept code I write:
(note: this code is written in Skyrim, not tested, I don't know if this will work at new vegas)

//register if "new companion" get hit
Event OnQuestInit()
   RegisterForHitEvent("new companion"Ref)
EndEvent

//when "new companion" get hit
Event OnHit()
	
	//"new companion" current HP
	Float property ComHp Auto
	//"new companion" max HP
	Float property ComMaxHp Auto
	//"difference health between new companion" max hp and new companion" curent hp 
	Float property ComHpGap Auto
	
	ComHp = "new companion".GetActorValue("Health")
	ComMaxHp = "new companion".GetBaseActorValue("Health")
	ComHpGap = ComMaxHp - ComHp
	
	//if "new companion" Health under 100%
	if (ComHp / ComMaxHp < 1) 
		
		//damage player Health
		Game.GetPlayer().DamageAV("Health", ComHpGap )
		
		//Healing "new companion" Health 
		"new companion".RestoreAV("Health", ComHpGap )

	endif
	
EndEvent

I don't know if this hard or nearly impossible,
but I will really happy even if it only works for 50%,
and thanks for reading,
have a nice day.

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I floated a similar idea of a player doppelganger but for another purpose. It was to allow your player to start doing things (combat, movement etc) when you'r away from the keyboard (instead of the camera just panning around your inactive PC).The clone would be swapped in to give the appearance of your player have a life, and motivation of it's own when not controlled.

 

One of the things I learned while researching it was that the face geometry copy function was broken (or so I was told by some more experienced modder), so a reliable duplicate of the players mug was a no go. Let me see if I can dig up any more info when I have a bit more time.

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Here's two mods that are in the same ballpark, so maybe probing them might be helpful:

 

Fallout 3 Save Import Utility and Lone Wanderer Companion

 

Adds a companion .esm. Feed the utility a Fallout 3 save, it makes an .esp to turn the companion into your Lone Wanderer: " Name, level, SPECIAL, skills, perks, sex, race, face, hair, hair color, and head parts are imported".

 

Groovy Followers for Fallout 3

 

A variety of companion fun, but the relevant part is creating clones of your character.

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I floated a similar idea of a player doppelganger but for another purpose. It was to allow your player to start doing things (combat, movement etc) when you'r away from the keyboard (instead of the camera just panning around your inactive PC).The clone would be swapped in to give the appearance of your player have a life, and motivation of it's own when not controlled.

 

One of the things I learned while researching it was that the face geometry copy function was broken (or so I was told by some more experienced modder), so a reliable duplicate of the players mug was a no go. Let me see if I can dig up any more info when I have a bit more time.

thanks for the reply,

yes, that is my first idea:

in Fallout 4, the player can go to that V.A.N.S. (Vault-Tec Assisted Navigational System) target,

but those things are broken as you mention,

some other mod author like :

Auto Walk

https://www.nexusmods.com/fallout4/mods/31906

SkyTrek - Skyrim on Autopilot

https://www.nexusmods.com/skyrim/mods/95751

Lonely Nirn

https://www.nexusmods.com/skyrim/mods/96289

 

they complain the same thing, some of their ideas are :

I think I will have to "clone" the player - spawn an NPC, make it look like player, then force 1st person, unequip weapons and hide hands, and somehow use the player as a camera following that NPC( 5133p39 - fallout4 Auto Walk mod author)

 

so I create new concept/idea so that: we remove that player AI thing, the player still walks to target and lets the companion who does the combat,

(just note: I still aiming the auto-combat you mention above)

and thank you for the research, I appreciate it

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Here's two mods that are in the same ballpark, so maybe probing them might be helpful:

 

Fallout 3 Save Import Utility and Lone Wanderer Companion

 

Adds a companion .esm. Feed the utility a Fallout 3 save, it makes an .esp to turn the companion into your Lone Wanderer: " Name, level, SPECIAL, skills, perks, sex, race, face, hair, hair color, and head parts are imported".

 

Groovy Followers for Fallout 3

 

A variety of companion fun, but the relevant part is creating clones of your character.

this very good mod,

i will use it if the player can be ignore by enemy using some method,

thank you very much

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