[RELz] Companion Share & Recruit

Post » Fri Feb 18, 2011 8:22 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
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat Feb 19, 2011 4:55 am

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
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Fri Feb 18, 2011 6:33 pm

Hey TTT

Nice to see your modding for fallout now, keep up the good work
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Sat Feb 19, 2011 4:21 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
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Fri Feb 18, 2011 10:21 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
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Fri Feb 18, 2011 10:57 pm

Just dropping by to say this is great and imma downloadin.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Sat Feb 19, 2011 3:34 am

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
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sat Feb 19, 2011 1:15 am

I too am interested if it's compatible with Phalanx (FOOK/Standalone)
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Sat Feb 19, 2011 6:03 am

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
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Sat Feb 19, 2011 7:03 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
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Sat Feb 19, 2011 1:38 am

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
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Fri Feb 18, 2011 7:32 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
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sat Feb 19, 2011 2:49 am

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
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Fri Feb 18, 2011 7:53 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
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Sat Feb 19, 2011 5:26 am

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
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sat Feb 19, 2011 3:54 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
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Sat Feb 19, 2011 5:19 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
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Fri Feb 18, 2011 10:46 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
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri Feb 18, 2011 10:18 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
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sat Feb 19, 2011 9:39 am

OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG
THE FEELING OF POWERRR :flamethrower: :cryvaultboy:
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri Feb 18, 2011 8:53 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
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Fri Feb 18, 2011 11:03 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
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Fri Feb 18, 2011 8:54 pm

I hear this sound too. very annoying. Like electric sparks over and over again.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Fri Feb 18, 2011 8:08 pm

Yay! CS&R. Thanks man.
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Sat Feb 19, 2011 10:50 am

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
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Next

Return to Fallout 3