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Broken Steel, Non-human Companions, and Bullet Sponge Insanity

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The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Broken Steel, Non-human Companions, and Bullet Sponge Insanity

Post by The Unspeakable Horror » Wed Feb 05, 2014 6:42 am

This isn't a TTW issue, but I'm sure it'll have to be dealt with somewhere along the line.


It all comes from something I noticed after accidentally blasting Dogmeat at close range with a combat shotgun. Amazed that I hadn't just killed him, I opened up the companion wheel to use a stimpak on him and it displayed his health at 5,000. This struck me as a bit much, so I looked Dogmeat up on the wiki  to see what it was supposed to be.


With the addition of Broken Steel, Fawkes, Dogmeat and RL-3 are given insane levels of health, supposedly to compensate for their inability to wear armor and help them survive high level play.  At level 30 (Broken Steel's max), Fawkes and Dogmeat will have 15,000 each, and RL-3 has 10,500. Compared to a Behemoth's mere 2000, Bethesda may have overdone it just a tiny bit. This gets even crazier at TTW's level cap of fifty.


So some balancing is in order. What do you think I should give these three as a fair amount of heath per level? I'm using the TTW Essential Companions Mod, so I'm not worried about them dying. But Dogmeat shouldn't be able to take a pounding from an entire mob of Supermutants, either.


(And seriously, with raiders and such? Mutt's stealing all my kills. )


 


Bellum... bellum nunquam mutatur...


The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

If anyone's interested, here

Post by The Unspeakable Horror » Tue Feb 11, 2014 4:38 pm

If anyone's interested, here's what I ended up doing. First I dug up the stats for their FNV counterparts:


Lily- Level x 24; Rex- Level X 22; ED-E- Level x 18


I upped Fawkes slightly to 28, gave Dogmeat ED-E's 18, and RL-3 Rex's 22. The logic behind that last bit being that Dogmeat's not a cyborg, and RL-3 is a combat bot.


Everything is working fine now, their health totals are back in the realms of sane, and the TTW Essential Companions Mod now has a point for these companions. yes


Bellum... bellum nunquam mutatur...


Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

I'm interested (All I can say

Post by Runnerblank » Tue Feb 11, 2014 5:22 pm

I'm interested (All I can say is that I realized I had a problem with the hitpoint totals involves Dogmeat and a cave full of Deathclaws).


Can you post the mod?


 


Thanks!


Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Well, I made my changes in

Post by The Unspeakable Horror » Tue Feb 11, 2014 5:50 pm

Well, I made my changes in the Essential Companions mod itself; I also did some other alterations unrelated to this. Not sure if I should upload the modified version.


It's easy to do though. In the character's stats in the GECK, it's the second box down (the unmarked one below the Combat Skill number) that you'll want to change.


Bellum... bellum nunquam mutatur...


Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

Ok. Thanks!

Post by Runnerblank » Wed Feb 12, 2014 12:05 am

Ok. Thanks!


Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

The Unspeakable Horror
Posts: 48
Joined: Wed Dec 25, 2013 8:46 pm

Got a bit of free time and

Post by The Unspeakable Horror » Thu Feb 13, 2014 7:32 pm

Got a bit of free time and made a separate mod with the rebalanced numbers. Let me know how it works for you.


Bellum... bellum nunquam mutatur...


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