FO3 followers in FNV
Paladin Cross ; I agree with her not getting dissmissed anyhwere but citadel, She's the highest ranked Palidan.
Fawkes ; Jacobstown
Jericho ; The Atomic Wrangler would work perfect
Clover ; Too bad Nipton is burned down............ Gomorrah imo works best.
Dogmeat ; GS is a great idea with Cheyenne and Sunny.
Sgt. R3 ; Camp Mccarren or forlorn hope, he is a soldier after all I think he would love the NCR.
Charon ; I think it would be cool to make him the other gaurd that was supposed to be hired at silver rush, if not West Side or The thorn as a bodygaurd would work.
Butch ; Other side of the street across from the kings, he would never join the filthy kings, TUNNEL SNAKES RULE! (c'mon ppl)
FNV Followers in FO3
Veronica ; Hangin with Lyons and lovin it, prob has a crush on his daughter.
Cassidy ; Moriarty's in Megaton has to happen.
Boone ; Protecting temple of the union/Lincoln Memorial. Boone hates slavers.
Arcade ; Rivet city science lab, but moves to PP with your dad and there after BoS takes over too.
Rual ; In Rivet City with Henry Young, henrey is allways bitching that no body else helps with the repairs.
Rex ; Lamplight ofc, runnign with the other dogs in the big cavern and entertaining the kiddies
Lily ; At Agathas house knitting mittens and Bullshittin about grand kids
Companions out of their native wasteland
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steviestevens
- Posts: 108
- Joined: Wed Sep 12, 2012 12:54 am
FO3 followers in FNV
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Krux
- Posts: 122
- Joined: Mon Nov 12, 2012 6:48 am
ok if that's how it's going
ok if that's how it's going to work, why are people discussing FNV followers in FO3 if they aren't going to scatter there? (not at you jax)
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Because if you take an NV
Because if you take an NV companion to DC and fire them, they will hang out around DC.
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Krux
- Posts: 122
- Joined: Mon Nov 12, 2012 6:48 am
would it make more sense to
would it make more sense to have them wait in a DC player home?
as u mentioned before, tenpenny or megaton. they have quite a large area to hang around in. as for unlimited companion mods, it would be easier to round up who u need all in 1 place instead of fast traveling everywhere. just my opinion
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Dynastia
- Posts: 38
- Joined: Sun Nov 18, 2012 10:15 pm
You can't do that without
You can't do that without mods, and isn't TTW being made with the assumption that the player has no other mods?
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Kinda. ITs not that we arent
Kinda. ITs not that we arent supporting mods, we just aren't supporting them YET. Helps us take them step by step.
And Krux, just like NV, when you fire them, you can tell them to go to megaton/tenpenny or let them go their own way.
So there is really nothing stopping you from rounding up every companion in both wastelands and sending them to megaton/tenpenny/lucky 38
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WizardOfAtlantis
- Posts: 188
- Joined: Wed Oct 10, 2012 1:23 am
I personally don't understand
I personally don't understand the necessity of scattering FO3 companions to the four winds by default, unless it's a programming/mod thing that I just don't get and that's that. If it isn't, I really think there should be an option to have your companion in Goodsprings when you wake up from Doc Mitchell's care no matter who or what they are. I already elucidated some of these ideas in another thread, so I won't repeat them here; suffice it to say I find it disheartening, to say the least, that your trusted companion is no longer your trusted companion even nine years down the road by default....unless they're of an Evil disposition, and then it makes more sense, at least. Still, though, we create our own stories about these people and their lives with us, and automatically including a forced separation can really throw a monkey wrench into that fantasy that we've already built.
If say you are of the romantic bend, then You-the-Gamer already know that the love of your life, Clover or Jericho or whoever, is headed for heartache and pitfalls as soon as you take that train to the Mojave. That cloud on the horizon looms nigh with every thought you (IRL) have of leaving the CW.
If, however, it is an absolute necessity for some reason to have this forced separation, I would place the companions much closer to Goodsprings. After all, we have already gone through the trials and tribulations to get that companion to begin with IRL, why should we have to do it again? Yes, 9 years may have passed in the game, but maybe I've just spent the last week or two trying to get Charon only to find out that I have to get him again? Eeep...that's a real bummer IRL.
Evil companions, for example, might be with the Powder Gangers in the prison, or even be part of the gang that's holding Deputy Dingbat (can't remember his name) in the old hotel in Primm. As long as they're not added to the faction, they shouldn't get riled up when you/if you come in with guns-a-blazin', right?
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Krux
- Posts: 122
- Joined: Mon Nov 12, 2012 6:48 am
@Jax: yea forgot there's
@Jax: yea forgot there's different ways of telling your companions to fuck off, dnt use them much so i forget.
and i kinda agree with Wizard, not entirely but enough to consider.. you know that mod that gives you the option of having your stuff taken by the GreatKhans or if you get to keep it, etc.. Maybe something *like* that should be made for this.
A) Attached to your Companion(s)? They spawn with you in the Mojave for the first time.
B) It's been 9 years, they're off doing their own thing, but will travel with you once approached.
C) Don't let them come with you to the Mojave. (They remain in DC)
...this should compensate for everyone
Edit: i'd imagine the prompt coming up upon activating the departure for New Vegas
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steviestevens
- Posts: 108
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You can spin up tales of why
You can spin up tales of why they should remain with you after the 9 years but the fact is you don't want to have to work to get them again. Unless u play a shit ton, game time wise u prob have your companions for a few months or so, you travel to the Mojave its 9 YEARS.
Unless you married them they would carry on with their lives. It's not like they die they are still in NV, not like u couldn't keep contact. I have 3 roommates in RL, in 9 years I seriously doubt I will still be living with them, but I'm sure ill still keep contact.
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Krux
- Posts: 122
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you also won't really need to
you also won't really need to 'work' to get them again, it's a matter of picking them back up as though you told them to go home. new quests aren't being made in the honor of earning them back again.
if i used companions, i would choose that they spawn with me, but obviously since everyone has a different opinion on that. prompting the player is really the best solution.
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