[RELz] Brisa Almodovar

Post » Sat Feb 19, 2011 10:14 am

Brisa Almodovar


Version: 1.0 Release
Category: Companions
Date: November 26, 2010
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 1.0 November 26, 2010

New things are added thanks to feedback from users!

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

Version 1.0 Fixes/Changes/Additions
HOT KEYS:
1. You can set hot keys under 'Let's talk about some things'. There is one hot key that will bring up a full menu. You can also set hot keys for a few individual things - Fallback, Open Backpack, Switch Weapon, and Tactics. The hot keys are like a Greeting bypass for some things, control panel for others, but they're not 'Remote Controls'. I wanted this to still be interactive with her when possible, so the Hot key items have distance limits on them. The hot key is your voice when you are out of activation range of her. For some items, in interior cells, you must be in the same cell. For exterior cells, you must be within 5000 units or nothing functions. (She can't hear you). Obviously you can't open her backpack or examine her status unless you are close to her. I figured 25 feet was far enough for discussing things in dialog. If you are out of range, you get a message so there is no doubt.

HOT KEY MENU:
1. Wait here - non combat wait. Range is same Cell/5000 Units. For combat wait, use 'Ambush', under 'tactics'
2. Let's go - Cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units.
3. Support Skills - Medical and Repair (lock and Hack skills have perks). (Range 25 feet. She will walk to you). During combat cool-down, this option is not available.
4. Open Backpack - (Range 200 units - 9 Feet)
5. Let's Talk Tactics - Enters dialog with her from up to 25 feet in the Tactics Menu.
6. Switch weapon - Range is same Cell/5000 Units.
7. Fallback to Me - Initiate fallback during combat (or non). Also cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units. Triggers the combat cool-down timer. There is an indicator that let's you know this is active.
8. Show Me Your Status - (Range 200 units - 9 Feet)
9. Let's talk - Activates dialog from up to 25 feet away.
10. Exit.

XP AWARD FOR BRISA'S KILLS
1. An option has been added to enable XP to be awarded to the Player for Brisa's kills. You have to turn it on - it is off by default. You can select 0/25/50/75/100 percent to award to the player for Brisa's kills. The script reads all the gamesettings having to do with creature/NPC awards depending on their level and also the game difficulty modifier, so the awards will be consistent with overhaul mods that change these values. The Gamesetting that requires you to do 40% damage (FWE - 25%) before the game engine awards you XP has NOT been changed. BTW when this happens, the Player does not necessarily get recorded as the killer - it's whoever caused the last bit of damage. Instead, the script constantly monitors the area for Player/Brisa kills and takes the excess of XP from the 40% kill XP into account. The excess left over from Brisa's kills is awarded to the player. You don't have to cause any damage at all or record a hit on Brisa's foes. Much like Fallout NV is doing. After activating the feature, you may hear a cha-ching after traveling to a cell that has dead actors that were killed by Brisa, as they are counted for the first time - one caveat to this - there's no way to know at a later time if the player did 40% damage to one of these actors, yet Brisa made the kill shot. In this case the player will be awarded XP again for the same actor. So if you have a mod that re-spawns cells, I would recommend that you wait for the respawn period (usually 4-8 days) at home base to minimize this issue when activating the XP feature.

PASSIVE MODE:
1. In Tactics, you can ask her to enter Passive Mode. In this mode, she will ignore enemies or potential combat threats until either the player fires a weapon (in combat) or the Player takes two hits (losing health). If the Player's health is below 30%, one hit will suspend Passive Mode. When Passive Mode is suspended, she will be in her normal mode, the crosshair will be normal UI color when sneaking, and depending on her detection of enemies, may enter combat, but she won't necessarily aggro on the enemy you took a hit from, or 'go nuts'. When Brisa is in Passive Mode, the crosshair will be red on her when you are sneaking. Sometimes you will see 'Pickpocket', but when you move away and bring the crosshair back to her, it will be 'Talk'. The script changes this descripter when she is in Passive Mode, but the display doesn't refresh unless you move the crosshair away, then back. It will time out and change back to 'Pickpocket' after 60 seconds, unless it's refreshed by bringing Brisa back into the crosshair, or if you turn Passive Mode off. If you are sneaking around other Actors, just be aware that it really is Pickpocket! After combat, Passive Mode will resume until you ask her to not be so passive. Credit goes to Tarrant for figuring out how to do this for the Fallout NV Vanilla followers. I've applied the same technique here somewhat in my own way.

POWER NAPS AND SLEEPING:
1. Finally identified a bug in the powernap script where if you were not close enough to a bed, but close to another type of furniture, the script would malfunction.
2. Fixed an issue with canceling the power nap if the player cancels it before she gets in bed to sleep or the scriptpackage can not complete for whatever reason.
3. Under 'Let's talk about some things', you can ask her to sleep in whatever she is wearing at the moment (upperbody slot only). When at home, during a power nap or relaxing - sleeping package, she will change clothes. The item must remain in her personal container.

RELAX HERE:
1. Fixes an issue where she wants to go home and sleep when it is between 11pm and 5am, you are not at home base, and you ask her to 'relax here'.

PERKS:
1. Added a perk for the player that pops a menu up when activating a Terminal. You can then ask Brisa to hack it. You can still ask her to hack a terminal in dialog too. Added options under support skills to add/remove the perk.
2. Added a condition so the perk pop-up doesn't appear if she is not in the same cell as you are.

FWE COMBAT:
1. After repeated failures to get Brisa to Travel with 'Continue during combat' when fallback was triggerd, I ripped out the 'fallback' code and replaced it with something new that I learned to make her 'passive' for this to work reliably. (Again, thanks to Tarrant). The trade-off is that she will not fire her weapon when falling back, just have it at 'alert'. Also she doesn't get hit during the fallback travel distance. This extreme measure isn't required for Vanilla Fallout, but there is an option to turn it on anyway(for hot-key fallback only).

OTHER COMBAT:
1. Added 'ForceSneak' so that guard packages for FWE and Vanilla don't look so out of place when the player is sneaking.
2. If she is out of stimpaks, you are warned once. (combat or not).

OPTIONS MENU:
1. Under 'Let's talk about some things', then 'Let's set some options', 'COMBAT and XP' has options for XP awards, and for enabling FWE fallback for non-FWE setups that might have issues with fallback.

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.

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

CREDITS:
These items are made by others, and I've used them to enhance this mod:
'Wearable Backpack - BlackWolf Backpack', by HarbingerSP001 - balian - bunsaki http://www.fallout3nexus.com/downloads/file.php?id=2553
'Some Katanas', by necKros http://www.fallout3nexus.com/downloads/file.php?id=5660
'eyes addon' by Yoshikinakota - Capucine http://www.fallout3nexus.com/downloads/file.php?id=298
'Whiter Teeth' by Luchaire http://www.fallout3nexus.com/downloads/file.php?id=2579
Fallout Script Extender (FOSE) by Ian Patterson (ianpatt), Stephen Abel (behippo), and Paul Connelly (scruggsywuggsy the ferret). This mod would not be possible without it.
FOSE Detection - 'The Chicken and the Egg' by JustinOther http://www.fallout3nexus.com/downloads/file.php?id=10903
Bethesda - Fallout3 and Brisa's face (modified from a copy of Amata).
Scripting - I learned a lot of scripting tricks on the Bethesda Forums - thanks to Cipscis, Tarrant, HugePinball, TheTalkieToaster, and others.

Please see full Change-logs and README on the Nexus site!
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Amy Cooper
 
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