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FO3 Phalanx Companions

General mod discussion and requests.
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Scouren
Posts: 6
Joined: Tue Feb 19, 2013 6:06 am

FO3 Phalanx Companions

Post by Scouren » Mon Dec 09, 2013 1:14 am

The companions of the phalanx mod were very nice additions to the game, especially K-9 and Malcolm. The only problem is getting the companions to work minus the complex companion system. I've tried to edit the scripts and quests so it doesn't interfere with the new vegas companion system, but I've had no luck with it whatsoever. The mod is so heavily scripted that nearly everything(mainly the companions) gets referenced nearly 100 times. The only simple solution I can see is start from the ground up and choose what objects and scripts go into the new file. Any of you willing to take the challenge? 



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