[RELz] Brisa Almodovar Ver 1.1

Post » Sat Feb 19, 2011 2:17 am

Brisa Almodovar


Version: 1.1 Release
Category: Companions
Date: March 12, 2011
Author: RickerHK



Download: http://www.fallout3nexus.com/downloads/file.php?id=14448

See full README on the Nexus site!

INTRODUCTION:
This mod adds a new Follower to the Fallout 3 world - Brisa Almodovar. Being Amata's cousin, and just a year older, she grew up with you and Amata in Vault 101. As events heat up for you and you are forced to leave Vault 101, you can choose to take her with you. The actions you take on the way out matter to her, though it's not difficult to meet her requirement. If for some reason she does not go with you, or you don't want anything to do with her to start off, you will get an opportunity to take her with you during MS16 (Trouble on the Home front), after resolving that quest.

Release Version 1.1 March 12, 2011

New things are added thanks to feedback from users!

If you are currently in the middle of 'Escape', Raven Rock, Tranquility lane, 'Trouble on the Home Front', 'Take it Back!', or Operation Anchorage, finish it before activating this mod.

NEW for Version 1.1
OPERATION ANCHORAGE
1. Compatibility patch makes Brisa fit seamlessly into the simulation - REQUIRES MAIN FILE VERSION 1.1 (And the DLC, of course). Please see the README included with the plugin.
MANAGED APPAREL
1. Loosely managed apparel. The system tracks five regular outfits, plus one outfit for swimming and one outfit for sleeping. By 'Loosely managed', I mean that the current outfit that she is wearing is not strictly enforced and you can change whatever you like in the normal way through her personal container. When you switch to another outfit, whatever she is currently wearing is stored in a remote locker for that outfit, and whatever is stored in the locker for the next outfit, is moved to Brisa. You can manage the contents of these 7 lockers through her top-level dialog 'I want to manage your clothing'.
NEW PASSIVE MODE
1. A 2nd passive mode, based on the proximity of enemies. In this mode, she will stay passive until enemies are within 9 feet of her. Access this through her Tactics menu.
NEW WEAPON SLOT
1. A 4th weapon slot has been added for Melee/Unarmed Weapons. If a qualifying weapon is in this slot, it replaces her built-in melee weapon. If the option to mimic the player using melee or unarmed is turned on, she will also use this weapon. If you empty this slot, her built-in melee weapons return.

VERSION 1.1 FIXES/CHANGES:
1. fixed intermittent failure of wall hack anim to play, and failure to stop under certain conditions.
2. Disabled dialog for setting/reseting passive mode until combat cool down timer completes.
3. More robust and consistent handling of Vault87/Raven Rock. All items are safely stored, and restored after capture. Weapons quest startup issue fixed. Added some dialog at certain points.
4. Level-up checks to see if player level was actually raised. Addresses an issue for some Perk Mods that use the level-up menu mode.
5. Wait package changed to Guard.
6. Minor overhaul of weapon script. Corrected bug that would trigger constant glitch checking if two weapon slots had identical weapons. Grenades and thrown explosives are now handled properly as both weapon and ammo. Fixed a bug in unarmed that wouldn't allow anything unless skill was at least 35.
7. Regenerated some LIP files.
8. Fixed idle animation selection formula. Should now be more random instead of nail-biting alot.
9. Lock picking - bobby pins, hammer, and butter knives can now also be stored in her backpack.
10. Substantially reduced scripting overhead during the MQ11 march from the Citadel to Project purity. The Companion XP and passive mode quests are turned off during this time. Other things are slowed. It made a big difference on my modest computer.
11. If her medicine skill is of the McCoy rank, 'Team Heal' will heal all companions in the current cell, using just one stimpak.
12. Stopped using armor tokens to mark dead actors for kill counts and XP, since there seems to be a CTD potential under certain conditions (possibly mod related), especially with Enclave. Switched to using an actor value to track dead guys.

INSTALL REQUIREMENT:
This mod ABSOLUTELY REQUIRES FOSE 1.2b2 or later. http://fose.silverlock.org/download/fose_v1_2_beta2.7z

INSTALLATION:
1. Delete the HotFix file RHKBrisaAlmodovar-HF1.esp if you have it.
2. If you have Brisa's optional hair plugin for Lings or Project Beauty, you can leave it alone. Nothing has changed for this.
3. DLC plugins that I make for this mod can go before or after the hair plugin, as long as they load after the main esm.

New Installs and Upgrading from ANY version:
The MAIN download file can be used for fomod or manual install (fomod ready).

Do a full save of your game.
I. Manual install - just copy the files and directories over the old ones.
RHKBrisaAlmodovar.esm
textures
meshes
sound
II. Fomod - DEACTIVATE the OLD version, then delete it (right-click, delete). Add the new fomod and activate it.
III. In FOMM, check the box for the esm, and adjust the load order of RHKBrisaAlmodovar.esm so it is up with your other esm files. Setting it anywhere in this area should be fine as long as it is below your main fallout.esm and the DLC's.

Updating from the previous version should be save game compatible. No script variables have been removed or re-arranged. New ones are appended to the end of the variable declarations so the indexes remain the same.

MEETING BRISA:
If you enable the mod after you have already left Vault 101, you will meet up with her in the following ways:
1. If you enable the mod right after listening to Amata's distress signal, but before re-entering vault 101 - you just got the 'Trouble on the Homefront' quest - she will be with the rebels and you can hire her after the quest is resolved.
2. If you enable the mod at level 1-4, she will find you and act as if she has been looking for you since you left the vault.
3. If you enable the mod at level 5-9, same as (2) above, but she will have better armor and a small gun.
4. If you enable the mod at level 10 or above, she will have given up trying to find you. You will find her at the sniper shack. http://fallout.wikia.com/wiki/Sniper_shack
5. If you killed her uncle during the escape, she won't come looking for you at any level. You can get her at the end of MS16 in this case. You will find her at the sniper shack if MS16 is already done.

Plans for future updates:
(If someone made a suggestion that I forgot to list here, feel free to remind me)
FWE Compatibility Patch
DLC Patches

Please see full Change-logs and README on the Nexus site!
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Brooke Turner
 
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Post » Fri Feb 18, 2011 9:17 pm

This looks interesting, Thanks for the update.
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Jessica White
 
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Post » Sat Feb 19, 2011 8:40 am

Been trying this. I gotta say this is a very good companion Mod so far.
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 6:44 am

Been trying this. I gotta say this is a very good companion Mod so far.

Thank you.
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Dan Wright
 
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Post » Sat Feb 19, 2011 3:27 am

Yep.

On my first test of her, I went into Robco for Moira. When I activated the robots, Brisa wanted to start fighting. I told her to stay with me and only shoot if anything came close. Like a good soldier she stayed and didn`t shoot, even when a robot was in visual range. I then made the robots just shoot at the insects. She still loked like she wanted to shoot them so I told not to shoot anything and follow me. This would mean she wouldn`t try shooting the insects which means she might shoot a robot by accident. She followed, without firing a shot at the numerous shooting robots or insects . Now normally, getting any companion to obey this specifically in a fight without her runningoff and getting killed would be nigh impossible. Seeing I don`t like putting NPCs on Essential this is perfect.

I am a very careful hunter\fighter type which means I need someone who`ll do as they`re told, for both our sakes. :) I also like it to feel real, like they don`t actually want to die which means no running into the enemy unless they have to.

I even like the `Run away!` option which I`ve never seen another mod try. I used it once and we both ran away like chickens- Classic!

The clothing, weapons 3-tier option is very good. There are some things I don`t like, like her never ending weapons cheat, but it`s diabled anyway and is an option. Options are always good so anyone can have what they like.

Just discovered even more indepth options.

Is it me, or is she context sensitive to some of the things she says? When we were in the Robco factory she said, "I don`t like working with robots." Also, when I was collapsing from lack of sleep (FWE) she said "Calm down!" Probably coincidence, but cool anyway.


Really, this companion suits my fighting style and is quite realistic, I would highly recommend at least for now. Not seen any real bugginess yet. :biggrin:

My quest for the perfect NPC might almost be over!
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Chica Cheve
 
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Post » Sat Feb 19, 2011 2:30 am

Is it me, or is she context sensitive to some of the things she says? When we were in the Robco factory she said, "I don`t like working with robots." Also, when I was collapsing from lack of sleep (FWE) she said "Calm down!" Probably coincidence, but cool anyway.


Yes, she says things depending on location/Player in combat/time of day/etc.

I appreciate your comments. Thanks!
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Mimi BC
 
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Post » Fri Feb 18, 2011 11:09 pm

Hi,

first things first so a BIG thx for an excellent companion mod. However...

In combat or a caution/danger situation before shooting starts Brisa often places herself in front of player. This is a problem because she blocks line of sight, worse still, she tends to crouch/decrouch and well...
Guess who is shooting her most of the time...
Also when I fire and she was not in front of me it often happens she rushes straight into my burst. I know she wants to help but still...

Is it at all possible to code it so that she positions herself 10-15 feet to the side of player and slightly in front of him and doesn`t rush into players LoS?

Still this is a very good mod and Brisa does save my sorry six regularly.

Rgds, Haldir
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Charles Mckinna
 
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Post » Fri Feb 18, 2011 9:05 pm

Is it at all possible to code it so that she positions herself 10-15 feet to the side of player and slightly in front of him and doesn`t rush into players LoS?

NPC's seem oblivious to the player during combat - not sure why they built the game that way. I'm not sure if that can be done with good results. Maybe If I can figure out the trigonometry I could try having her center around a marker off to the side, but then there is the problem of detecting a wall - I can't.
Have you set her following distance longer to see if that helps?
And then there is the case where other mods have made AI Gamesetting changes, which will affect her also - for example, more likely to take cover, might be crowding next to you behind that rock or tree.
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Ludivine Dupuy
 
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Post » Sat Feb 19, 2011 8:16 am

I tried entering the Pitt with Brisa. I know that she`s not ready for the Pitt DLC, but I came across it by accident ( I hide all my DLC pop-ups so they`re a surprise) and decided to enter anyway.

*Possible Spoiler here, don`t look if you don`t want a small part of the story revealed*

It worked quite well with her for a bit until I got all my stuff taken off me. Unfortunately, Brisa still had all her stuff which makes it a bit of an easy cheat since I could just take all her stuff and use that instead making the quest pointlessly easy. So i decided to leave the whole DLC for now and may retry it solo later. To be honest, it`s probably best to leave all NPCs behind when doing a DLC.


I will of course take Brisa into Achorage. :)

Just thought I`d say.
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 3:00 am

NPC's seem oblivious to the player during combat - not sure why they built the game that way. I'm not sure if that can be done with good results. Maybe If I can figure out the trigonometry I could try having her center around a marker off to the side, but then there is the problem of detecting a wall - I can't.
Have you set her following distance longer to see if that helps?
And then there is the case where other mods have made AI Gamesetting changes, which will affect her also - for example, more likely to take cover, might be crowding next to you behind that rock or tree.


Hi,

I play with ART which heavily modifies NPC AI so this may be a part of the problem. I will experiment some more with following distance and see how much that can help.

Rgds, Haldir
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 9:57 am

Unfortunately, Brisa still had all her stuff which makes it a bit of an easy cheat since I could just take all her stuff and use that instead making the quest pointlessly easy. So i decided to leave the whole DLC for now and may retry it solo later.

Well, you can always chose NOT to take her stuff (i.e. not cheat). Some DLC's really should be done solo for better experience, when I did Zeta I left her at engineering core the whole time, so it's not really a problem. You can easily do the same at the Pitt, leave her in Midea's house or even immediately after you arrive with the train cart.
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Justin Hankins
 
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Post » Fri Feb 18, 2011 11:25 pm

The Pitt and Zeta plugins will remove all her stuff like I do for OA. Then at those points when the player get's all their stuff back, Brisa will get her's back also. During certain points, the player will have a choice - help (fight), or watch you get your butt kicked ;)
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 12:03 am

Yes, she says things depending on location/Player in combat/time of day/etc.

I appreciate your comments. Thanks!

Mmm, sounds like this could be like Vilja for Fallout 3 (which would be awesome!)
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Ben sutton
 
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Post » Fri Feb 18, 2011 10:50 pm

Well, you can always chose NOT to take her stuff (i.e. not cheat). Some DLC's really should be done solo for better experience, when I did Zeta I left her at engineering core the whole time, so it's not really a problem. You can easily do the same at the Pitt, leave her in Midea's house or even immediately after you arrive with the train cart.



I was experimenting so that RickerHK would have some idea how his mod worked in the Pitt. Perhaps you also missed the bit where I said I may try it solo later.

Anyway, I think I`ll wait now as RickerHK might have her `prepped` up to work in the Pitt eventually. Good one, HK.

ps. By the way I found it easy to get Brisa dressed up as a slave like me. I just forced the 1st slave to strip and took the kit off the dead one too.
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Schel[Anne]FTL
 
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Post » Sat Feb 19, 2011 7:44 am

Now availiable on a masterlist near you! Then I'm gonna install and use this mod (not 100% happy with my current companion mod)
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Sarah MacLeod
 
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