The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

What You Want From a Companion

General mod discussion and requests.
User avatar
rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

What You Want From a Companion

Post by rbroab » Wed Apr 10, 2013 1:32 am

I decided to make a companion mod for myself so I could make it what I wanted. I want to release it for TTW at some point, so you can all use it if you want.


What you guys like to see in a companion mod? I'll do my best to try and fit it in.


I'm not alright, I'm an equal amount of left.

alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

This is kinda tough, but I

Post by alegendv1 » Wed Apr 10, 2013 1:38 am

This is kinda tough, but I usually only go for voiced companions. It really limits my companion choice though, in Fallout, because its not like Skyrim with standard follower voice packs. Theres only voices for, well, the only companions in the game. Least as far as I know.


I don't actually care for quests alongside the companion. I mean it'd be cool, but I'd much prefer background story to quest anyday. Immersion is key, for me at least.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

I like my companions to be

Post by Aconagent1 » Wed Apr 10, 2013 2:01 am

I like my companions to be smart... not shoot an enemy I'm sneaking up on, don't throw grenades when I am near the target, that sort of thing


-Conso

User avatar
rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Alegendv1- My companion is

Post by rbroab » Wed Apr 10, 2013 2:07 am

Alegendv1- My companion is fully voice. Uses voice acting from Fallout. I think the amount of talking he does might bug you.


 


Aconagent1- Well I can promise you he won't throw any grenades. As for his AI, I'm hoping it's above average.


I'm not alright, I'm an equal amount of left.

alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Well, AWESOME! 

Post by alegendv1 » Wed Apr 10, 2013 2:10 am

Well, AWESOME! yes


Erm, if you're feeling some more awesome, you could take a look at this mod's Follower Tweaks maybe? Idk, might be more work than its worth or it might be simple, Idk. Here's the mod: http://ooccommunity.com/media/gamemods/cirosans-classic-overhaul/


 



delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

My only real request is that

Post by delta534 » Wed Apr 10, 2013 5:12 pm

My only real request is that is checks the NV followers quest script to see if you have a humanoid companion already. 



orik
Posts: 96
Joined: Sun Apr 07, 2013 6:26 pm

I know the best custom

Post by orik » Thu Apr 11, 2013 9:02 am

I know the best custom companion I've ever seen was Odvar the Afflicted for skyrim. I don't know what made him so great, but uh, I think it had everything I wanted.



http://skyrim.nexusmods.com/mods/25968



 
Maybe you can bring some of that feel to a Fallout Companion 



Jarco
Posts: 12
Joined: Fri Mar 22, 2013 6:53 am

something along the lines of

Post by Jarco » Thu Apr 11, 2013 11:11 am

something along the lines of Willow or Brisa for TTW would rock, as in personally i think the most important for me is that the companion is there from the start and feels like he/she belongs in the Fallout universe.



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

A few nice features for

Post by Senterpat » Sun Apr 14, 2013 9:20 am

A few nice features for companions to have:


Levelling with the player, allowing the player to pick the level up skills.


Doing stuff for the player, such as cooking, repairing, reloading, lockpicking. For crafting, you can set the players skill level to whatever theirs is, show the crafting menu, and change the skill back.


Commenting on stuff that they "see" and story progression is always fun.


I personally prefer quests, tho I enjoy reading just as much as questing, as long as the story is interesting.


Theres alot of things that make up a great companion mod, Willow and Niner are both awesome companions. Willow was the first companion in the game i actually liked having around, and Niner is a blast to have around, I love the comments he makes. And he actually inspired me to do my first playthrough where I actually use chems.


"Everyone is stupid except for us, huh Six?" Good stuff


 


Call me Pat. Senterpat is too much to type.

dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

Aconagent1 wrote:

Post by dawe1313 » Sun Apr 14, 2013 4:05 pm

[quote=Aconagent1]


I like my companions to be smart... not shoot an enemy I'm sneaking up on, don't throw grenades when I am near the target, that sort of thing


[/quote]


these are some of the exact reasons i DON'T run with companions. in my last FNV playthrough, i had [url=http://newvegas.nexusmods.com/mods/37687]recruited all vanilla companions[/url] & had several [url=http://newvegas.nexusmods.com/mods/43331]RobCo Certified[/url] robots, but unless i was out just randomly slaughtering stuff, i usually had them waiting back at my [url=http://newvegas.nexusmods.com/mods/43331]Wasteland Defense[/url] fort.


mainly it depends on your play style. i prefer stealthy/sniper type. when i was trying to follow a quest line, i leave them all behind because the companion AI's just caused more problems than they were worth.


if you prefer a kamikaze, rush in head long, damn the torpedoes, kind of style, then having a lot of back-up makes sense.


otoh, good dialog is always a plus. one of my favorite's is how Veronica goes all girlie-girl when you give her a dress :)


i don't have any experience with user created companions, because i never felt the need to clutter my load order with something i don't have much use for in the first place.


to sum it up:


[list]


better stealth oriented AI


better combat AI


good dialog/random comments


a good quest to enable hiring


reasonable, engaging back story so they feel more like a person, and not just walking mules/cannon fodder


[/list]


that's it for now.  hope this helps in you making the "perfect" companion



Post Reply