ZableBlaze Posted January 23, 2009 Share Posted January 23, 2009 Name: Sharing and Caring CompanionsVersion: 0.1Date: 12/29/2008Category: CompanionsRequirements: Fallout Script Extender (FOSE), Fallout Mod Manager (FOMM)Author(s): ZableBlazeSource: http://www.fallout3nexus.com/downloads/file.php?id=2399 Description===========Now you can talk to any NPC in the game (any NPC that you can open dialogue with), and ask them to be your friend. When their your friend, you can trade with them, ask them to follow you. This is the alpha version, I'm planning on making NPCs loot containers, get into squads, pickpocket, etc. Details=======Reserved for when I add detials. Install=======0. DOWNLOAD FOSE & FOMM1. Extract the files to a temporary location.2. Examine the folder structure and make corrections where necessary.3. Copy files to (install folder)\Fallout 3\Data\4. Start FOMM (Fallout Mod Manager) and tick the esp. Uninstall=========1. Start FOMM, uncheck the .esp file(s).2. Delete the files/folders associated with the mod. Incompatibility===============Any mod that edits vanilla companion packages or contains the aaaFriend quest;-Brahmin Bessy Not sure where the incompatibility is;-Stripclub (or megaton stripclub). The Phalanx Modules series is not compatible with this either. But I've asked the author if we can combine our mods, since he mod is supurb. Known Issues or Bugs====================None. Not tested heavily though. History=======0.3, 2009/1/6 - Added tracking of commands used, fixed a small inventory bug, sandbox is actually sandbox and will stay when you wait. I've left out NPC stats and toggle essential because for some reason if you use setessential on a ref variable, it will act as a return function. The showstats doesn't work, plain and simple I'm still trying to work out the kinks. Added some custom dialogue for NPCs that I like, and the other NPCs have generic dialogue such as '<nods>'. In the next version you will be able to group command NPCs and other various things. Oh yes, also added a wait function where they don't move at all. I've probably missed a few things, so you're going to have to figure them out yourself.0.26, 2009/1/1 - Fixed some more bugs, namely the wait bug.0.25, 2008/12/31 - Fixed many bugs, cleaned up the file.0.2, 2008/12/30 - Added combat styles, guarding, wait.0.1, 2008/12/30 - Initial release. Contact=======You can find me at: [email protected] Credits=======Thanks to TheTalkieToaster for inspiring me to create this mod with his own, Companions Share Recruit.Thanks to Bethesda for creating Fallout 3.Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.Thanks to LHammonds for the Readme Generator this file was based on. Licensing/Legal===============You must contact me and obtain my permission before re-packaging any part ofthis mod. If I do not respond within 2 weeks, feel free to do whatever youlike with this mod. I think it's time I created this thread, as I'm in the later stages of development for SCC (Sharing Caring Companions) and this would be great to help myself compile up-to-date suggestions. Recently, I've implemented a new way to issue commands through holding down a button and clicking on something or someone. What I would like is a few suggestions on what commands there should be, how FreeMode should work (automatically looting, etc) and other various things. If you could take some of your time to post a few suggestions here, it would greatly help me and SCC's development process. Thanks in advanced. Link to comment Share on other sites More sharing options...
Dasim4 Posted February 9, 2009 Share Posted February 9, 2009 Things I would like to see added to this mod: 1. The ability to heal crippled companions. I'm tired of watching them limp along behind me. 2. A fix so that companions will enter custom homes. What is up with that anyway? They'll go anywhere I want, except my home. I know the creator of the Bittercup Companion mod seems to have figured this one out. Maybe talk to him/her. 3. A way to tell companions not to attack unless I do. If in stealth stop attacking when I do if that's possible. I want to be able to sneak in and take out one enemy at a time without worrying about them going crazy or telling them to wait for every single fight which gets tedious. Maybe key this off the Danger warning so that if I am in danger they are free to attack if fired upon but once it clicks back to Caution they try to hide again. Not sure if that is possible but right now having companions makes being stealthy quite impossible. I wouldn't even mind a don't fire unless fired upon command or something of that nature. Link to comment Share on other sites More sharing options...
Dragarr Posted February 9, 2009 Share Posted February 9, 2009 I found a bug with exiting the Operation Anchorage simulation. After the forced conversation with McGraw you get stuck with no way to exit, seems to be caused by the fact it is scripted to end without player interaction so we have no leave option. Link to comment Share on other sites More sharing options...
CowgirlFromHell Posted February 9, 2009 Share Posted February 9, 2009 There's an annoying bug where followers randomly leave the group and return home. This gets extremely annoying when I give them my best armor and weapons and they end up returning home.. and once they return home they wont follow me again even if I dismiss them and re-recruit them. In that case I click on "Companion Recruit" and instead of getting the "Companion Orders" option... the "Companion Recruit" is still there. Link to comment Share on other sites More sharing options...
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