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companion control

General mod discussion and requests.
freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

companion control

Post by freakydoo » Fri Dec 05, 2014 1:25 am

one of my major gripes with fallout is companions and the overall lack we have over them. sure there are many great mods that help to provide more control, but no one mode delivers the full control im looking for. they all provide a piece or pieces to the whole. i asked mod authors to incorporate certain things but i always get the same answer "there already a mod/mods that does that" and they dont want to put effort into that sorta thing. which i understand and respect. they have already done much to improve the game greatly at the expense to their own free time. so i am considering putting a bounty for an all inclusive companion control mod. for the moment though i'd like to use this post as a place for ideas, what features other people would like to see and how much would be a fair bounty for the work.


id be willing to put in $30-50 to see this come to life. i know its not much but it's what i can afford.


features id like to see:


full MCM integration for options


jip compatability


companion use ammo on/off


trade weapons and armor options... Charon might be tricky


includes all vanilla companions (fo3 & fnv)


include custom companions with relative ease 


there are other things i cant think of atm but those are the main things i'm looking for. but i've noticed others asking for other option. by all means use this post to express your wish list. this will be on my dime, unless some else wants to through into the pot.


there is a good mod on fnv nexus that provides option for fnv companions only. id provide a link but i cant seem to use the copy and paste options for this site from this laptop. it's called follower cheat menu. the mod author doesn't play fo3 and will not expand it to include them. but i think he'll give his permission to expand his work


anyhoo that's it. if there seems to be enough interest in this then i'll move for and post a bounty with therm's blessing


thank you


 


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Freaky, what about JIP CC&C?

Post by KeltecRFB » Sat Dec 06, 2014 11:43 pm

Freaky, what about JIP CC&C?


http://www.nexusmods.com/newvegas/mods/50468/?


"Si vis pacem, para bellum!"

freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i'm using it. but even as

Post by freakydoo » Sun Dec 07, 2014 9:56 pm

i'm using it. but even as fantastic as it is, it still doesnt free companions up to use ammo for their given weapon, or offer the option fro me to replace that weapon or trade out closes. which is a simple fix for mane companions but, for example, charon has some scripting which makes him difficult to change up.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

I use a combination of two

Post by CDTalmas » Mon Dec 08, 2014 7:34 am

I use a combination of two different mods: JIP CCC and Remote Control Companions. The former allows for a very tactical combat situation while the latter helps with inventory control, teleportation (in the case of stuck companions) as well as a few more combat-based options (and even some fun idling).



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

does RCC work for both fo3

Post by freakydoo » Mon Dec 08, 2014 7:55 am

does RCC work for both fo3 and fnv?


 


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

It has certainly functioned

Post by CDTalmas » Mon Dec 08, 2014 9:26 am

It has certainly functioned on all companions thus-far. Heck, RCC snags random NPCs and makes them join my side (if you do the "add teammate" portion of it).



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

k. so im trying RCC but

Post by freakydoo » Tue Dec 09, 2014 5:39 am

k. so im trying RCC but clicking on the options is so touchy if i dont click in just the right spot i lose the menu options a together and have to start over... i'm using darnui... could that be an issue?


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

What about a mod that lets

Post by Senterpat » Tue Dec 09, 2014 10:19 am



What about a mod that lets you physically control a companion?


Call me Pat. Senterpat is too much to type.

PrivateJoker
Posts: 36
Joined: Sat Aug 24, 2013 4:20 pm

Xsquad by erneso for fnv.

Post by PrivateJoker » Tue Dec 09, 2014 4:28 pm

Xsquad by erneso for fnv.  Best tactical control for npc's available in the modding community.  However erneso left the mod for Cars! And it is unfinished and too buggy.  A fuse between this with all bugs solved and the interface of JIP would be a match made in heaven.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

And Erneso has fully retired

Post by KeltecRFB » Tue Dec 09, 2014 5:36 pm

And Erneso has fully retired from FNV so there will be no further development on Xsquad unless he decides to come back like some do. 


"Si vis pacem, para bellum!"

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