[RELz] Companion Share & Recruit

Post » Wed Dec 07, 2011 4:26 pm

http://www.fallout3nexus.com/downloads/file.php?id=12106
http://fose.silverlock.org/

Companion Share & Recruit adds a perk that lets you befriend almost anyone in the wasteland, with a skill challenge. You can then swap gear with them, find out what they're skilled at, and even recruit them to join you on your adventures. Up to half your Charisma +1 people can follow you at once.
Alternatively you can just use the sharing system to swap all of Alistair Tenpenny's clothes for a few dozen bottles of booze, or kit Little Lamplight out with power armour and missile launchers. Or grind Rivet City for XP by making friends, since after all speech challenges reward XP.

Your new companions will follow orders, share equipment, people with Medicine tagged will heal you and other companions in combat, and if appropriately skilled they'll:
  • Open locks or blow open doors
  • Loot containers
  • Hack computers
  • Pick pockets and even plant explosives on people.


You can issue group commands telling NPCs to follow, wait, hold position in combat, change their formation and combat styles, temporarily make them vanish if they're blocking doorways, and generally just boss them about. CSR companions give you XP for their kills, and don't use up ammo (as running a big squad of them rapidly becomes wearying otherwise).

I finally got around to updating CSR to Fallout. The Fallout version's compatible with the not-quite-released RobCo Certified v2 and Wasteland Whisperer v2- when they're all out they'll be interoperable and run off the same core system, with followers from all 3 mods responding to the same group orders, mechanics recruited from CSR repairing your RobCo robots and doctors healing your pets along with the rest of your companions. It's also easy to plug NPCs into this system so it's possible to add more types of companion mod easily.
CSR's getting the first release as mechanically there's not actually much it does, other than uncover functions in the new Core system. Once I've had a few days of feedback on the Core to see if there's any issues, I'll be able to release the slightly more complicated Wasteland Whisperer v2 and then the much more messy RobCo Certified v2.

So, what'dya think?
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Wed Dec 07, 2011 2:39 pm

Finally, the real companion share is here! :) Thanks, TTT. I'll try it out tonight and let you know if I run into any issues.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Dec 07, 2011 12:06 pm

Hey TTT

Nice to see your modding for fallout now, keep up the good work
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Thu Dec 08, 2011 12:26 am

What do I think? I think you just made me sparkle for real :o! I have been wanting to take a few people with me on my adventures, or to get them out of the place that they were for a long time, and now I can! Thank you!
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Wed Dec 07, 2011 6:01 pm

:clap: :celebration:

The real and original CS&R arrives! Just what I was hanging out for. Great to see it's released :hehe:

Unfortunately I can't use it yet as I'm not home, but when I get back I'll definitely be grabbing it.

Thanks!
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Wed Dec 07, 2011 11:57 am

Just dropping by to say this is great and imma downloadin.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Wed Dec 07, 2011 12:34 pm

Hi talkie,

This is indeed great news !!!

Just a quick question : do you know if this is compatible and plays nice with FOOK2 1.1, which incorporates the Phalanx companions mod? I ask because apparently the Sharing and Caring companions mod broke something and it would be great to be able to use yours and FOOK2 at the same time :)

Cheers,

Bendiwolf
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Dec 07, 2011 6:28 pm

I too am interested if it's compatible with Phalanx (FOOK/Standalone)
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Wed Dec 07, 2011 1:54 pm

Hey Talkie,

I got a report in that when someone uses CSR's inventory trade command on one of Phalanx' followers (Malcolm in particular), the regular trade no longer worked.

Another thing mentioned some time ago was that if CSR hire commands are used on Phalanx-controlled followers (would be vanilla + Phalanx's own), it breaks them (they need their variables set by the hire quest properly in order to work with the FOLLOWERS quest dialogue, etc).

I don't know just what CSR is meant to do to the vanilla followers, but it would seem ideal if CSR would somehow refuse to do the operations that can break Phalanx. Those followers will always be listed in NPCFollowersLIST, if that helps. Another thing is that Phalanx control of followers will only exist if FOOK2.esm or phalanx-mainfollowermodule.esp is in the load order.
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Wed Dec 07, 2011 10:03 am

So, what'dya think?

Wonderful! :celebration:

But... could I get an ETA on v2 of WW and RCC? Even roughly speaking? I do like those too...
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Wed Dec 07, 2011 12:52 pm

That's pretty odd, I'm not entirely sure what would possess someone to use CSR commands on someone who's already a companion. It'd certainly cause a spectacular breakage as CSR companions are explicitly not flagged as 'Companions' for ammo purposes..
Anyway sure I'll blacklist the NPCFollowersLIST, although it's tempting not to :P- anyone who does something so daft kind of deserves the results.

CSR should otherwise be compatible with Phalanx, FOOK, FWE, BSE, H2O and TTFN.

Breton Paladin: They're both finished, I just want to see if there's any big bugs in the Core system that handles the companions first. CSR itself contains about 2-3 scripts that just handle plugging existing NPCs into the Core, and CSR NPCs use more of Core's functionality than the RobCo/WW followers do (robots can't loot containers with no hands)(that said pack brahmin can and they have no hands, so, uh...). In 3-4 days I should relz the others.
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Wed Dec 07, 2011 4:29 pm

They're both finished, I just want to see if there's any big bugs in the Core system that handles the companions first. CSR itself contains about 2-3 scripts that just handle plugging existing NPCs into the Core, and CSR NPCs use more of Core's functionality than the RobCo/WW followers do (robots can't loot containers with no hands)(that said pack brahmin can and they have no hands, so, uh...). In 3-4 days I should relz the others.

w00t! :icecream:

Thanks for producing such great mods, and letting other gamers benefit from them, by the way. They really do add to the experience,
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Dec 07, 2011 5:59 pm

Oh, that's awesome!! Now finally I can have my HOBO ARMY!!!! A bunch of angry water beggars demanding water from people with threats of putting a bullet in your head for failure of not giving them water.

DLing when I get home.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Dec 07, 2011 12:10 pm

Oh, that's awesome!! Now finally I can have my HOBO ARMY!!!! A bunch of angry water beggars demanding water from people with threats of putting a bullet in your head for failure of not giving them water.

Enjoy your Hobo army, I myself can't wait for the updated to RobCo certified so I can make a Robo army! :P

Thanks a lot for the release Sir Toaster Sir, this is great! :)
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Wed Dec 07, 2011 1:57 pm

much needed addition to the game

SCC was good but needed more depth and challenge to recruit

been wanting this for a while

thank you!
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Wed Dec 07, 2011 11:25 am

Awesome! Thanks for sharing! :D

However, before I download this mod, I have one really, really important question.

Spoiler

.................

... Would you like some toast?
:bolt:

User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Thu Dec 08, 2011 12:43 am

The only problem I see is that the DLC addon assumes that all five DLCs are utilized and requires that you use all or none.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Wed Dec 07, 2011 9:35 pm

Your new companions will follow orders, share equipment, people with Medicine tagged will heal you and other companions in combat, and if appropriately skilled they'll:
  • Open locks or blow open doors
  • Loot containers
  • Hack computers
  • Pick pockets and even plant explosives on people.


Do containers include bodies? Like, enemies we've just killed? I hope so! I would like to not be the primary 'gatherer' anymore. They can loot their own stuff for a change :laugh:
I'll wait until I download and play with before asking more questions :)
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Wed Dec 07, 2011 2:44 pm

Just a small thing to report, doubt it is a bug or anything. Since I don't have the perk for the companion yet (wasn't available at the level up just outside Vault 101) there may be an issue with people clicking the "Issue Command" Aid. When I clicked it, it started firing a electricity zapping sound in a repeating loop. I will test it out by leveling and playing the mod as it should be played and report back :) Maybe you could make it so that the item isn't added until you get the perk?

[edit] Ok, some more quick testing (working with a clean save just before leaving the sewers), I get the perk outside the sewers and select it. I hotkey the Issue Command item and don't use it till I recruit someone. No matter what I do, I still get that sound. I can even hit my escape key to go to the main menu and the sound still haunts me there :P

Please let me know what information you need, or any suggestions to try out :)
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Wed Dec 07, 2011 1:38 pm

OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG
THE FEELING OF POWERRR :flamethrower: :cryvaultboy:
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Wed Dec 07, 2011 1:47 pm

The only problem I see is that the DLC addon assumes that all five DLCs are utilized and requires that you use all or none.
That's not a hugely unfair assumption to make, I feel, and it's one made by FOOK too. Anyone still playing who bought DLC has probably bought all the DLC. Otherwise I'd need 5 compatibility plugins which is a bit excessive.

Do containers include bodies? Like, enemies we've just killed? I hope so! I would like to not be the primary 'gatherer' anymore. They can loot their own stuff for a change :laugh:
Yep. There's currently no filters like there were in CSR:Oblivion so they'll loot /everything/ the container/body has, regardless of value.

[edit] Ok, some more quick testing (working with a clean save just before leaving the sewers), I get the perk outside the sewers and select it. I hotkey the Issue Command item and don't use it till I recruit someone. No matter what I do, I still get that sound. I can even hit my escape key to go to the main menu and the sound still haunts me there :P
Okay, I'll look into it. I hadn't actually considered how useless Issue Command would be unless you took one of the perks, so that needs fixing and I'll double check the zapping sound, although that may be a Fallout error as it's the 'consume' sound
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Wed Dec 07, 2011 4:46 pm

[snip]
Okay, I'll look into it. I hadn't actually considered how useless Issue Command would be unless you took one of the perks, so that needs fixing and I'll double check the zapping sound, although that may be a Fallout error as it's the 'consume' sound


Since no one else seems to have this issue with the sound firing over and over again, I opened up the files with G.E.C.K. and selected NONE for the sound (on the issue command item) and don't hear the sound anymore. So, you don't need to worry about changing that, cause I can fix it on my end :)
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Thu Dec 08, 2011 1:13 am

I hear this sound too. very annoying. Like electric sparks over and over again.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Wed Dec 07, 2011 5:05 pm

Yay! CS&R. Thanks man.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Dec 07, 2011 11:35 pm

I have a problem with the Issue Command button.

My first save it works all ok but on my second save (same character with same followers) all it lets me do is group command to "Reappear All" or "Cancel". If i select Reappear the game crashes, I even switch between the two saves in the game and the first save works but the second save doesn't.

Apart from that everything else works alright.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Next

Return to Fallout 3