Male Companion

Post » Sat May 28, 2011 7:24 am

I know there are plenty of good female companions out there with voice acting, but i need a male for a custom race mod i have ( male only ) that i think would go great with a companion. I was hoping for good voice acting on him too. Ive looked all over Nexus and have not found one yet. I don't care about story or backround just someone to follow you around who knows how to use a gun and won't die.
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 11:28 am

Jericho
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Adam
 
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Post » Sat May 28, 2011 8:04 am

I know there are plenty of good female companions out there with voice acting, but i need a male for a custom race mod i have ( male only ) that i think would go great with a companion. I was hoping for good voice acting on him too. Ive looked all over Nexus and have not found one yet. I don't care about story or backround just someone to follow you around who knows how to use a gun and won't die.


Phalanx adds the Malcolm follower and he is exactly as you describe. But, Phalanx is a follower overhaul. You're welcome to take Phalanx and do stuff to it, but its impossible to yank one Phalanx follower out of the mod and make it work for your mod. They are heavily scripted and their scripts all mix with one another.

Malcolm is voice acted and uses weapons more efficiently than the player does sometimes (switching between long range, mid, close). He can be stimmed in or out of combat and he will stim you if you get into trouble. He doesn't "die" if he takes too much damage in combat, other things happen instead.

The next version of FOOK has Phalanx embedded in it, the beta 2 in particular (which is coming out in a few days I think) has what seems to be a pretty polished, bleeding-edge Phalanx implementation. The standalone version which is linked in my RELz thread (1.08) is some months behind in development as compared to the FOOK one but it will be updated once FOOK final is released.

I am not sure just what you need regarding race but the follower you seemed to want is in Phalanx.
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Alexandra Louise Taylor
 
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Post » Sat May 28, 2011 7:37 pm

@BadPenny, im looking for a more developed companion.
@Tarrent, i already have Phalanx but his voice acting dosen't work right on my computer. He talks way to fast and is inaudabile.
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celebrity
 
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Post » Sat May 28, 2011 10:10 am

@Tarrent, i already have Phalanx but his voice acting dosen't work right on my computer. He talks way to fast and is inaudabile.


What the heck...

Is your version of Phalanx one that uses .bsa files, or, does it come with directories and sound files distributed loose?
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Kayla Keizer
 
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Post » Sat May 28, 2011 6:47 pm

What the heck...

Is your version of Phalanx one that uses .bsa files, or, does it come with directories and sound files distributed loose?


The reason I ask is. the latest Phalanx uses .bsa files. Their voice file distribution is the same as Bethedsa does with its DLCs, and they add lots of voiced NPCs.

An older version of Phalanx used files distributed in a directory. That's different and I could see that, on some systems, maybe having the voices come out messed up.

If you are using an older version of Phalanx, you would want to get a more recent one and delete the old directory that's related to Malcolm's voicing. The .bsa files handle it all now.
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Abel Vazquez
 
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Post » Sat May 28, 2011 9:31 am

Thanks the update helped.
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Mrs shelly Sugarplum
 
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Post » Sat May 28, 2011 9:27 pm

Thanks the update helped.


If you decide to mod Phalanx, for now I suggest you make an .esp of your own which lists Phalanx as a master instead of editing Phalanx directly. This would be made easier for you if you change the main Phalanx .esp into an .esm first (FO3edit can do this for you) and use it that way. I'm expecting to release the next version in about a month or so as an .esm/esp pair, and your modding using your own .esp will enable you to grab the newer version and use it with a minimum of hassle.
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Brian LeHury
 
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Post » Sat May 28, 2011 6:39 pm

Thanks, but my computer does not work with .exe and i believe FO3edit does that. It won't take me long to change the race, name and stats of the npc so i can just do it again when the newer version comes out.
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Nathan Risch
 
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Post » Sat May 28, 2011 6:49 am

Thanks this worked out perfectly. I could use some more female and male companions. Is EZCompanions voice acted?
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Avril Louise
 
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Post » Sat May 28, 2011 9:26 am

Some "regular" companions, based on vanilla companion functions:

http://www.fallout3nexus.com/downloads/file.php?id=10379
http://www.fallout3nexus.com/downloads/file.php?id=6445
http://www.fallout3nexus.com/downloads/file.php?id=12221
http://www.fallout3nexus.com/downloads/file.php?id=7956
http://www.fallout3nexus.com/downloads/file.php?id=10574

All of the above, three of which mine, are all voiced up and have the basic companion functions, but each being unique in their own way.
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Ally Chimienti
 
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Post » Sat May 28, 2011 4:01 pm

As of about 6 months ago or so, I've seen two follower mods of Pistolero's (an Amata and a Coloniel Autumn mod) which break Phalanx's dialogue if they are loaded at the same time as Phalanx. They break it because the Amata/Autumn mods modify the "Followers" quest topics. It is not necessary to do this to create a stand-alone follower and give it follower-looking dialogue; instead, a new quest is made and new topics created within that quest which are dedicated to that follower.

Phalanx is a follower overhaul which makes many changes to the regular game followers (as well as adds 3 of its own). As part of that, it makes many changes to the "followers" quest topics - as an overhaul, it's Phalanx' domain to do that. Those changes and edits belong nowhere else, and can go nowhere else, they are all about the game's original followers and their handling.

The fix for the situation is for the Autumn/Amata mods to be re-designed to give those followers their own, dedicated topics, in their own dedicated followers-sort-of-quest, and not having the mod do anything at all with the original game's followers' quest or topics. I told Pistolero this when I found it, and he indicated he was not interested in making this change to the mods, as his mods were mainly for himself anyway and he does not use Phalanx.

Pistolero I have no idea if since that time, you've edited those mods and corrected the situation. Feel free to update the thread and let people know if you have. The original poster may be using Phalanx, and loading your mod too would break things if you have not fixed this.
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Hearts
 
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Post » Sat May 28, 2011 7:37 pm

Thank you, Ive never seen any of those mods before. Exept Lieutenant Williams but i didn't think he was voiced acted. Thanks for all the help.
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Eduardo Rosas
 
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