[RELz] Charon Improved

Post » Sat Jan 29, 2011 12:05 am

No problem, llama.

...He really didn't say much of anything, actually. It pretty much played out like this:

I rest, and am force greeted a couple hours in.

CHARON: "..."

ME: "Ahhhhh! *blam* ...Oh, wait. That was Charon. Oops."

I will say, Charon stood up pretty well to a point blank shot from a Tiger Bengal Mk. III (unique gun from To Sleep - Perchance to Dream).

Again, I must stress that this was from a game I've logged quite a few hours into. That said, I had never spoken to Charon before with this character. To my knowledge, he's only supposed to act odd if he's already been recruited when the mod is activated, as others have reported.
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Laura Mclean
 
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Post » Fri Jan 28, 2011 4:39 pm

@EruditeDragon: Are you playing with Rude Awakenings, FOOK2 or anything like that? I loaded him into my heavily modded game at the 70 hour mark and had no weirdness with him appearing before we met.
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Claudz
 
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Post » Fri Jan 28, 2011 2:23 pm

I will say, Charon stood up pretty well to a point blank shot from a Tiger Bengal Mk. III (unique gun from To Sleep - Perchance to Dream).


:) That's pretty funny. I did raise his HP a bit so he's heartier than he used to be.

Again, I must stress that this was from a game I've logged quite a few hours into. That said, I had never spoken to Charon before with this character. To my knowledge, he's only supposed to act odd if he's already been recruited when the mod is activated, as others have reported.


Thanks. Ya, if my mod wasn't even activated then I haven't a clue. If it was activated, then I had an idea, and did go into it just now and do something that I thought could/might help. I'm going to put up an update toward the end of the week. There are a few things that I've done some fixes to that I've found (I've been out playing a new character) since I released last week. So check back before you are ready to play with the mod although I'll update this thread so you might see it here so you'll know. I'm planning to have it up by Friday. I'm going to wait a few more days hoping for more feedback. :)
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Mistress trades Melissa
 
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Post » Fri Jan 28, 2011 8:26 am

Oh, I did activate Charon Improved in my game; I was just saying that I've seen Charon spaz out if the mod is activated when you've already hired him. I tested this with another character (who I no longer play) who had already hired him; Charon's first action was to cross his arms and say "Watch it smoothskin." He then decided to run away from me. I was still able to talk to him (when I was able to catch him), but he still kept running. Apparently, he missed the chap in Girdershade... :)

Also, to be fair to Charon, the Bengal does most of its damage over time (it's a good weapon when sniping melee enemies). I highly doubt that even the Mk. III would have killed him before he got a chance to unload on me with his Combat Shotgun.

Then again, he probably could have taken me out with just his Combat Knife, since it seems that Charon is Fallout's version of Chuck Norris. B)
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Krystal Wilson
 
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Post » Fri Jan 28, 2011 2:58 pm

Oh, I did activate Charon Improved in my game; I was just saying that I've seen Charon spaz out if the mod is activated when you've already hired him. I tested this with another character (who I no longer play) who had already hired him; Charon's first action was to cross his arms and say "Watch it smoothskin." He then decided to run away from me. I was still able to talk to him (when I was able to catch him), but he still kept running. Apparently, he missed the chap in Girdershade... :)


Thanks for the clarification. I seriously have concerns about that Ronald Laren thing. But, then, it only seems to happen if you have a dirty save or conflicts. I'm currenlty trying to see if I can make him long to visit Ronald in my shiny new game. Although I'm inclined to play it safe and just remove it for the update on Friday and play with it for some other future release. It's unfortunate that he is so touchy to conflicts, but I really couldn't get him to be interesting, personality filled and what I always envisioned a follower should be (well, as close to it as my abilities and the GECK would allow anyway) without doing what I've done to him.
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Nathan Maughan
 
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Post » Fri Jan 28, 2011 8:26 am

All right I gave this mod a try.
I really liked it. You have voiced him up surprisingly well. There are enough functions to control much of him, but still without too much hassle with tactics and other.

The only problem I had was how I could tell him about a big fight we had had, even though we haven't even left 9th Circle yet.
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Syaza Ramali
 
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Post » Fri Jan 28, 2011 9:40 pm

All right I gave this mod a try.
I really liked it. You have voiced him up surprisingly well. There are enough functions to control much of him, but still without too much hassle with tactics and other.


Thanks Pistolero! That's high praise coming from another modder and what I was trying to do.


The only problem I had was how I could tell him about a big fight we had had, even though we haven't even left 9th Circle yet.


Well, it's true, that dialogue option is present all of the time. I couldn't figure out a way to condition it so it would come and go. So it's there all the time, but I did put it down towards the bottom of the dialogue to compensate. I tried to keep the dialogue menu as uncluttered as possible so most dialogue options that don't need to be there all the time do come and go as they are needed. But I kept that because I really wanted it. :) Sometimes when I used to play and I'd just kicked some Mutie butt or barely made it out of a really big fight and felt really great about it and I'd be sitting there playing all by myself and there was no one there to celebrate with I'd think to myself, "If only I could say something to those stupid, cardboard cut-out companions." So I did something about it. :blush:
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Sweets Sweets
 
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Post » Fri Jan 28, 2011 12:28 pm

@EruditeDragon: Are you playing with Rude Awakenings, FOOK2 or anything like that? I loaded him into my heavily modded game at the 70 hour mark and had no weirdness with him appearing before we met.


Ghouls, I missed your post last night when I was talking with EruditeDragon. I think I'll follow up with him about that.

Thanks :)
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Dawn Porter
 
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Post » Fri Jan 28, 2011 1:39 pm

I had a couple strange things happen recently...

1) I noticed he had the option to be told to use a stealth boy, so I gave him three. In our next encounter, w/o prompting, he used all three of them! In one shot! heheh.

2) I was leaving the Statesmen Hotel after doing Reiley's Rangers. Brick had died in the exodus and I looted Eugene. Overweight, I stashed Eugene in an ammo box outside the hotel, figuring I'd come back for it. Mutants immediately jump us in the streets outside and the next thing I hear is the whine of a mini gun and there's Charon charging them using Eugene!

3) As much as a hazard it was, I always liked it when Charon would chuck grenades too. He has about 20 frag grenades in inventory, but I haven't seen him throw any...

He's really a great follower and I'm having a lot of fun with his dialogues now. He started singing or humming today and made me laugh :whistling:
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e.Double
 
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Post » Fri Jan 28, 2011 4:22 pm

I had a couple strange things happen recently...

1) I noticed he had the option to be told to use a stealth boy, so I gave him three. In our next encounter, w/o prompting, he used all three of them! In one shot! heheh.

2) I was leaving the Statesmen Hotel after doing Reiley's Rangers. Brick had died in the exodus and I looted Eugene. Overweight, I stashed Eugene in an ammo box outside the hotel, figuring I'd come back for it. Mutants immediately jump us in the streets outside and the next thing I hear is the whine of a mini gun and there's Charon charging them using Eugene!

3) As much as a hazard it was, I always liked it when Charon would chuck grenades too. He has about 20 frag grenades in inventory, but I haven't seen him throw any...

He's really a great follower and I'm having a lot of fun with his dialogues now. He started singing or humming today and made me laugh :whistling:

If you like that, send him to Moriarty's Gobs saloon. I did that a few days ago, and was pleasantly surprised at what I heard.
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Dan Scott
 
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Post » Fri Jan 28, 2011 8:07 pm

1) I noticed he had the option to be told to use a stealth boy, so I gave him three. In our next encounter, w/o prompting, he used all three of them! In one shot! heheh.


Yes, he'll go right through the Stealth Boys! I only give him one at a time through the dialogue.


2) I was leaving the Statesmen Hotel after doing Reiley's Rangers. Brick had died in the exodus and I looted Eugene. Overweight, I stashed Eugene in an ammo box outside the hotel, figuring I'd come back for it. Mutants immediately jump us in the streets outside and the next thing I hear is the whine of a mini gun and there's Charon charging them using Eugene!


Good for him. So I guess he didn't go berserk on you with the Rangers then?

3) As much as a hazard it was, I always liked it when Charon would chuck grenades too. He has about 20 frag grenades in inventory, but I haven't seen him throw any...


It's nothing I've done to him. He's often done that with me in vanilla playthroughs. He really doesn't use them all that often. He threw a few today when I was playing. Of course, they hit me :shakehead: and I think his target was a bloatfly or two. He never uses them when I want him to.

He started singing or humming today and made me laugh :whistling:


I have to say, of all the Idle pvssyr I added, the humming is my absolute favorite.
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Jamie Lee
 
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Post » Fri Jan 28, 2011 3:59 pm

Charon didn't get to enjoy the Rangers, honestly I didn't either really (different story, but no mutants attacked, they were all dead when I got there). They went agro when I brought him out on the roof, so I told him to stay in the stairwell when I reloaded. So they still hate people, but Charon was fine. Hilarious watching him with Eugene now.
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JAY
 
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Post » Fri Jan 28, 2011 8:10 pm

Hi guys, if you're playing with the mod, and you are interested in it playing beter, I've released and update today at Nexus. Details at the top of the thread or over at Nexus.

:) llama
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Marine Arrègle
 
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Post » Fri Jan 28, 2011 11:46 pm

Are the error messages in F03edit about unexpected or out of order records anything to be concerned about, I check all esps in FO3 edit for conflicts before I add them to my game and it's the first time I've seen that error. I've downloaded your latest file and I'm starting a new game, everyone seems to really like what you've done with Charon so I'm looking forward to rescuing him from that other ghoul.
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Glu Glu
 
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Post » Fri Jan 28, 2011 9:40 am

Are the error messages in F03edit about unexpected or out of order records anything to be concerned about, I check all esps in FO3 edit for conflicts before I add them to my game and it's the first time I've seen that error. I've downloaded your latest file and I'm starting a new game, everyone seems to really like what you've done with Charon so I'm looking forward to rescuing him from that other ghoul.


No you don't have to be concerned about those at all. It is claiming errors about something that isn't really an error. Have fun!

:) llama
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Ashley Hill
 
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Post » Fri Jan 28, 2011 6:57 pm

So, I know of a handful of people that hang out around the forums that are using Charon so I thought I would post this to ask for some input. I've been working on an update/new version of Charon that I'm planning to put up on Nexus next week.

If anyone that is using him has any ideas that you would like to see in the mod please let me know. I might be able to implement something you want.

:) llama


Here are some highlights of what I've done (again it's going up next week sometime) :

1) In his sneak/follow package, the one in which he still attacks, he will now only engage in combat once the player has drawn his/her weapon and is in combat.
2) The player can toggle on/off the infinite ammo for his personal weapons
3) I've made the CTFTD a non-quest item. I did this so I can hotkey it to more easily call him back to my side when he's running away during combat or whenever.
4) I've made him a little less jolly about going to get the Virgo II Dish if the player doesn't quality for favored status in his opinion; he has a couple of criteria that he judges the player by; those were present in the original release
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JR Cash
 
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Post » Fri Jan 28, 2011 5:47 pm

Oooh, update! I'll definitely have to check this out. I've been engrossed in Oblivion lately, but I'm pretty sure I can pull away for a bit, once this is released.
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Tinkerbells
 
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Post » Fri Jan 28, 2011 1:59 pm

So, in shorter than novel form, this is what Charon does now.

1. In his sneak/fight/follow package he will not attack until the player has drawn his/her weapon and is in combat.
2. He will chat with a few of the the of the other companions when they are all following the player. The three followers are Clover, Jericho and Sydney.
3. The player can toggle his infinite ammo on/off in his personal weapons menu.
4. The CTFTD is no longer a quest item and is playable. I did it so I could hotkey it on my controller so I could call him back to me more easily.
5. I changed him to Essential by default.
6. He is no longer jokey with you at the end of retrieving the Virgo II dish for you if you aren't in his favor (he has a couple of variables for determining this and they existed in the original release).
7. I fixed some small things left over from the original release

The other thing I've done is add an ESP that I created for myself. It's also available for DL along with Charon's esps. Because he talks to a couple of the vanilla followers now it makes them a lot more fun to be around but they have issues that bother me. I fixed some of them. For details see the beginning post.

:)
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Miss K
 
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Post » Fri Jan 28, 2011 11:44 pm

Hiya!

Because I know there are users out there who have DL'd already, I just wanted to give you a head's up.

I uploaded an Hotfix today for both Charon and the Followers. Charon's sound folder (CharonImproved.esp) should be deleted in its entirety and replaced with the new one. I accidentally uploaded the wrong one on Sunday so he and the other followers have some unvoiced lines when they are sandboxing. Oops! :blush: Sorry about that. I also shortened the time between their chatting to 8-10 minutes since I was going to be uploading something new anyway.

:) llama
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Alexis Estrada
 
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Post » Fri Jan 28, 2011 9:25 pm

Finally got around to playing again today. So here I am in Point Lookout with Charon, Dogmeat and Jericho, when they finally start speaking to each other. IMO This is how followers should be, Reacting to, and interacting with each other instead of pretending the other doesn't exist. Great job on the update.
For all your hard work I now present to you :icecream: and a :cookie:
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sarah
 
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Post » Fri Jan 28, 2011 11:16 pm

Finally got around to playing again today. So here I am in Point Lookout with Charon, Dogmeat and Jericho, when they finally start speaking to each other. IMO This is how followers should be, Reacting to, and interacting with each other instead of pretending the other doesn't exist. Great job on the update.
For all your hard work I now present to you :icecream: and a :cookie:


Thanks very much. I'll take those treats!

I always wanted the companions to pvssyr while following along behind me. I'm very happy to have that working. If, after playing with it for awhile, you decide you want them to be talking more or less frequently I can tell you how to change that. Just PM me if you'd like to.

:) llama
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Emzy Baby!
 
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Post » Fri Jan 28, 2011 8:22 pm

Hey,

So I know there are users of Charon out and about around here, and I'm wondering if any of you have encountered this bug? Charon is fleeing sometimes. Another user and I have found it during gameplay. I have fixed it, but am curious if there is anything else going on with this version that I might want to know about before I put up another Update/Fix? I want to add a couple of things to this as well as the fix so I'm planning to put it up maybe Friday.

Anyway, if you have any feedback to give me I'd love to hear it.

Thanks,

:) llama
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koumba
 
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Post » Fri Jan 28, 2011 12:14 pm

Hey,

So I know there are users of Charon out and about around here, and I'm wondering if any of you have encountered this bug? Charon is fleeing sometimes. Another user and I have found it during gameplay. I have fixed it, but am curious if there is anything else going on with this version that I might want to know about before I put up another Update/Fix? I want to add a couple of things to this as well as the fix so I'm planning to put it up maybe Friday.

Anyway, if you have any feedback to give me I'd love to hear it.

Thanks,

:) llama

I haven't been playing any games recently. I replaced my motherboard, hard drive, added more RAM, and got a new tower for my pc(essentially it's a new computer). Anyway, before the upgrade I had never encountered that problem using this mod. Once I finished picking up the pieces, and figure out where my missing meshes are coming from i will let you know how it goes.
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Juliet
 
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Post » Fri Jan 28, 2011 11:21 pm

Hey,

So I know there are users of Charon out and about around here, and I'm wondering if any of you have encountered this bug? Charon is fleeing sometimes.


I had a similar problem with another mod. I found that if the 'observe combat behavior' flag was checked in the package they were running, and a lot of combat activity was going on, they would sometimes run away from the scene and re-evaluate for awhile. Not the full-blown flee behavior - bent over with their arms over their head - They would just say something like 'Whoa', or 'it's a fight', or 'aint non of my business' and run away. Even with foolhardy set.
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Ludivine Dupuy
 
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Post » Fri Jan 28, 2011 7:50 pm

I had a similar problem with another mod. I found that if the 'observe combat behavior' flag was checked in the package they were running, and a lot of combat activity was going on, they would sometimes run away from the scene and re-evaluate for awhile. Not the full-blown flee behavior - bent over with their arms over their head - They would just say something like 'Whoa', or 'it's a fight', or 'aint non of my business' and run away. Even with foolhardy set.


Thanks RickerHK. I find that very interesting and I''ll keep it in mind. Although, unless anyone reports it happening other than when they've put him into his very short follow package, I'm hoping it's just my own careless error that I've identified.

@barrettsfloyd - Lucky you; I'm totally jealous of your upgrade. This particular problem should be isolated and only happen if you tell him to follow you very closely. I'm not sure why it's only manifesting so clearly now, it was present in the original release of the mod, which I played with extensively, but I only really noticed him doing it when I was playing again this week after I got back into the game since putting out V1.1 in July.
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Nymph
 
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