[RELz] Brisa Almodovar .91 [Beta]

Post » Fri Feb 18, 2011 9:53 pm

Brisa Almodovar


Version: 0.91 [Beta]
Category: Companions
Date: September 3, 2010
Author: RickerHK



Download: http://www.fallout3nexus.com/downloads/file.php?id=14448

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.

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 can hire her after the MS16 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 the trouble in the vault started.
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.
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.

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.

REQUIREMENT:
This mod ABSOLUTLY REQUIRES FOSE 1.2b2 or later. At the time of this readme, this is the very latest version. If you do not have at least this version, you will be nagged every two minutes about it and you will never even see Brisa Almodovar in-game. You can get FOSE here: http://fose.silverlock.org/download/fose_v1_2_beta2.7z
Developed on the GOTY edition.

INSTALLATION:
I) Do ONE of the following, once the FOSE requirement is met:
1. Download the FOMOD and activate it in FOMM.
or
2. Download the manual install file, unzip it in a temporary directory. Copy or move these directories and esm file to your data folder.
RHKBrisaAlmodovar.esm
textures
meshes
sound

II) In FOMM, check the box for the esm, and adjust the load order of RHKBrisaAlmodovar.esm so it is up with your other esm files. Setting it anywhere in this area should be fine as long as it is below your main fallout.esm and the DLC's.


MAIN FEATURES:
1. Brisa gets 'level-up' points every time the player levels up. You apply these points to her four support and seven combat skills as you see fit. If you enable the mod late, you get enough points to 'catch up'.
2. Brisa can read skill books with the player. If the player has the comprehension perk, this is taken into account. You give her the book, and she 'processes it' and applies the point to herself and point(s) to the player.
3. She can read pre-war books - at a cost. The player can choose which of her skills to apply it to, and the book disappears. Or the book can be applied randomly to a skill, and the player gets it back, but it will only be worth half the caps for a certain side quest, and no XP. The Pre-war book applies to the skillbook count for the skill it is applied to.
4. Her support skills: You can apply points to Medicine, Science, Repair, and Lock picking.
5. Brisa can heal the player and herself outside of combat, and apply first aid and chems during combat (no limb healing in combat).
6. She can Hack terminals and activate it to the player. She can get you to the main menu, or to debug mode if you want to solve it yourself.
7. She can repair equipped armor, weapon, and helm on the player and herself.
8. Brisa can pick locks.
9. Brisa's combat skills: You can apply points to the five weapons classes, unarmed and sneak.
10. Weapons classes each have one or more minimum skill requirements before a particular weapon can be used. For example, Brisa cannot use an automatic rifle until her skill level in Small Guns is 35. See below for full details.
11. Weapons control system. Two weapon glitches - 'wristwatch weapon', and 'doubled weapon' are detected and corrected. Weapons lost by Brisa during combat are replaced. The original weapon that you gave her is left untouched in one of Brisa's three 'weapon slots'.
12. A combat script strongly influences her behavior during combat in such a way that she will remain in the vicinity of the player and not 'run off to go kill something'. I hesitate to say 'control' here, but it generally works.
13. Combat search behavior is throttled after a timer. Most of the time the player will be in the position of determining when a combat engagement will occur and will usually detect enemies before she will.
14. During combat, a menu appears when you activate her to avoid interrupting her AI. From this you can apply first aid, access her backpack, etc. See COMBAT MENU below.
15. Brisa has a Black Wolf Backpack (see credits), with configurable weight limits of 50/75/100 lbs. You can also show or hide it. Wearing power armor doubles the backpack limit. Brisa's personal carry weight limit base is 140 1bs, and will increase a bit as her strength increases (using Buffout or a stats increase).
16. Brisa's S.P.E.C.I.A.L. stats increase in various ways depending on experience in combat and support skills. (Except Perception - this is used to help control her combat behavior, and Charisma, which is not used).
17. Brisa can use Buffout, Med-X, and Psycho. The effect of Psycho on her is different than for the player - it adds +2 to Critical Chance. Med-X also sets 'ignore crippled limbs' for her. Drug effects last for 10 real minutes.
18. Stat tracking and maintenance - almost all stats that can apply to an NPC are tracked by script and 'Forced' to these scripted values. They are forced in order to negate the 'object effect stacking bug', which 'stacks' the same effect over and over on your follower as you access their inventory. For example, you give her armor that has a +1 critchance effect. You access her container 10 times, the effect is now +10. You move to another cell, it's back to normal, etc. By forcing her stats, I am able to make something playable out of this. The tradeoff is that armor and weapon enchantments have no effect on her.
19. Menus to view her Combat and Support skill progress. Menu for viewing crucial stats - health, weapon health, DR, AR, carry weight, etc.
20. In-game help menus for Weapon system and skills requirements, Medicine, Repair, Hacking, and Lock picking.
21. Healing options - choose one - heal when player sleeps, heal after combat, or (default) have her take a "power Nap' - you can have her sleep in any bed/mattress/makeshift bed that the player is nearest. A nap is 60 seconds real time. Reflect on your strategy while she sleep-heals. If you leave the cell she is in, the nap will be 'interrupted'. She must sleep for 60 seconds for the healing to be applied.
22. Brisa is not marked as essential as this detracts from game play due to the full healing after combat (and also DURING combat) of essential actors. But she is revived by default if she goes down in combat. There are several options for this in her options menu. One of the options is to make her essential if you want.
23. Take her with you to Tranquility Lane. Don't tell her to wait - just let her follow you up to the pod, and get in it (not her, YOU get in the pod;)
24. Take her with you through vault 87 and Raven Rock.
25. DLCs - I haven't done any DLC patches yet, but all the Broken Steel quests and Adams AFB are no problem if you don't mind her standing in the Vertibird at the end. Point Lookout is also no problem if you don't mind her standing in thin air as the boat arrives at the dock and then moves to a position where she ends up standing right next to you ;) No doubt she will follow you through the other DLCs but her presence would be out of place going in fully equipped and I have not tested them. Her quest script will place her anywhere you go as long as she is following. If she gets too far behind (5000 units) the script will teleport her too you.
26. I've tried to focus on game play and immersion in this mod, and compatibility with my favorite 'overhaul mods'. The next two items are an exception to this.
27. Goofing off - You can turn on 'Player Replenish Ammo'. Brisa will provide a few hundred rounds for the Small Gun or Energy weapon currently equipped by the player. Off by default.
28. Auto Ammo - You can turn on auto ammo for Brisa, for Small Guns and Energy Weapons (not Gatling). It's a better game with it off, though. You really don't need this option with one follower, even when playing FWE or Arwen's Realism Tweaks (ART). It's on by default for Vanilla and FOOK2. Off by default for FWE and ART. Auto-Ammo for Big Guns is too game breaking and I have no intention of adding it.
29. A teleporter. I had hoped to avoid this but there are times when a follower will just get stuck, and you can't get 5000 units away from her for the quest to move her. It's main use is for when she is stuck in interior cells, the navmesh is problematic, or scripted doors block her.
30. Voiced dialog. Her follower menu dialog is fully voiced, using resources from Fallout-MenuVoices.bsa and Fallout-Voices.bsa. Other dialog that is triggered by quest events or a particular situation, are not voiced.
31. A custom race for the purpose of having brown eyes and clean teeth (see credits). In case you didn't know, the texture for brown eyes is missing from vanilla Fallout 3. There is no mesh/texture replacement for her body included in this mod.
32. A Facegen preset for the player. The screen shots were taken with Project Beauty installed so Brisa's appearance reflects this change with its face texture replacer.


IMMERSION:
Things in this mod that I think enhance immersion:
1. When you are both sneaking and you talk to her, she remains in sneak mode and enters dialog.
2. She performs animations when hacking wall terminals, desk terminals, picking locks, medical treatment, and repairs.
3. When Brisa gives medical treatment, it HURTS (during non-combat triage).
4. Power naps.
5. Close combat partner.

NOTE:
The armor and weapons shown in the screen shots are from other mods, or vanilla.

============ MORE DETAILS =============

TOP LEVEL DIALOG MENU:
There are quite a few dialog options that appear when certain conditions are active - player has books, medical treatment is needed, Level up points, etc. These will always be at the top when you talk to her.

STANDARD TOP LEVEL DIALOG MENU:
Note: During a certain point of the escape, you can hire her but many of these dialog options will be disabled until you have left the vault.
1. Let's go - If she is waiting or kicking back, this will cause her to follow.
2. Wait here, please - She will wait, no sandbox. If you are in a combat situation, it will cancel if she engages a target and she is in the same cell as the player. If the player's HUD is red, she will wait in sneak mode.
3. That was it, thanks - Leaves the dialog menu.
4. Show me your status - Shows up to 5 pages of her status and stats, beginning with health and current ammo count.
5. Open your backpack, please - This is disabled during the repair script because of the inventory functions operating on the backpack container.
6. I need your support skills - This is where you ask her to do repairs, hacks, lockpicks, and medicine. Some options may not appear if her skill is too low. Also, you can view her progress in her support skills.
7. Let's equip your weapons - This is where you equip her three weapon slots, plus view her combat skill progress, and other weapons options.
8. Let's see your equiptment - This is her personal container where you give her armor or stuff to carry. If you want to put weapons in here to carry, make sure she doesn't have ammo for them. This option is not available when she in in combat.
9. Stay close and alert - Enables a guard package around the player. When you speak to her again, you will see a dialog option to cancel it.
10. Let's Talk Tactics - You can set following distance, fallback distance. There is no option for Melee/Ranged combat style because this is set by script depending on what type of weapon she has equipped.
11. Relax here for awhile - Typical sandbox package. If she is in the cell that you have designated as 'Home Base', she will sleep at 11pm if there is a bed with no ownership or owned by the PlayerFaction. She will fully heal if you let her sleep for 60 seconds or more.
12. Let's talk about some things - From here, set 'Home Base', send her to home base, the Options menu, or Fire her.


READING BOOKS:
Readable books must be in the PLAYER's inventory. This will trigger dialog options when you talk to her. Also, see compatibility notes, below.

COMBAT MENU:
This is a combat context menu that appears when Brisa's 'On Start Combat' script block is triggered. It also triggers a timer that does not reset until both Brisa and the player are no longer in combat.
FYI - the game engine considers you to be 'in combat' when the indicator at the TOP of the screen is red. You don't have to be shooting. The player will almost always be 'in combat' before Brisa is.

Combat Menu Items:
1. First Aid - this opens a sub-menu for chems and stimpak application. When applying stimpaks, there's a delay until the menu comes back up to allow bullets from the enemy to come through.
2. Stay Close - Triggers a guard package around the player with about a 12 foot radius. Disabled for FWE since she runs guard packages for FWE combat exclusively. Available in the Tactics menu, though.
3. Stand Down - The combat menu stays active for a period after combat is over. This option will appear to let you time it out sooner if neither Brisa nor the player is in combat.
4. I need Ammo - If 'Player ammo replenish' is turned on, get your ammo here.
5. Let's get out of here! - Sometimes you need to run away, and it's frustrating when a follower won't run away with you. This makes her flee with you. You can activate her again to stop fleeing and fight from a better position, or just let it time out after you are away from danger, and are licking your wounds.
6. Open Backpack - You can access her backpack to give her ammo, get your Fatman, etc.
7. Switch Weapon - If she is using an inappropriate weapon, you can have her switch to another slot quickly without disturbing her AI. The proper weapon for her to use in a given situation is left up to the player. You have to remember what weapon is in a particular slot because there is no way to display a string value in Fallout 3 scripting.
8. Talk - Not recommended when she is snarling, but enters dialog. FYI - Her personal container is not available when SHE is in combat.
9. Exit - Leaves the menu.


WEAPONS SYSTEM:
Brisa's weapon system is fairly simple. It consists of three lockers, called 'slots' that you can place a weapon and ammo in. The main thing to get started is to place a weapon in a slot(s), then choose a default weapon slot. She will always try to use this slot if ammo is available. Ammo for any weapon can be put in any slot. To give her more ammo later, just put it in her backpack. If she runs out of ammo, she will pick another slot, starting with slot 1.
A suggestion would be to equip her primary weapon in slot 1, 2nd choice in slot 2, and 3rd choice in slot 3, with weapons that use different ammo.
Weapons use the ammo that is available in her backpack and her personal container. Weapons that use the same ammo type, share this pool. If no ammo is available for any slot, she will use her built-in melee weapon. Unused ammo in her personal container is moved to her backpack.

SKILL REQUIREMENTS:
The weapon system enforces skill requirements for weapons. If Brisa is not skilled enough for the weapon type that you have placed in a slot, a warning message will appear, and the weapon will be left untouched in the slot for the player to retrieve.

[Big Guns]
Minimum Skill Required: 35
Gatling Laser Required: 45
Launchers Required: 60

[Energy Weapons]
Minimum Skill Required: 35
Energy Rifles Required: 45

[Explosives]
Minimum Skill Required: 50

[Small Guns]
Minimum Skill Required: 10
Rifle skill Required: 25
Automatic Rifles: 35

[Melee Weapons]
Minimum Skill Required: 10
Sledge Skill Required: 35
SuperSledge Skill Required: 45
Katana Skill Required: 60

WEAPONS SYSTEM FEATURES:
Weapons that are placed in slots remain unaltered. Brisa uses a copy of them when she has it equipped.
Unique weapons will not be lost. It's possible she will drop a weapon or it will go flying away if her arm gets crippled in combat but a new copy will replace it. The Player doesn't lose weapons, why should his/her followers lose them?
Auto-Ammo is available for Small Gun and Energy Weapon types. Turn this on or off as desired. Any weapon flagged in the Geck as one of these types is supported. When the ammo count for the equipped weapon reaches 50 or less, 500 rounds are added to her backpack. Auto-Ammo is on by default except when certain game overhauls are installed.
Brisa has a built-in melee weapon that upgrades with her melee skill, ranging from the Police Baton, SledgeHammer, SuperSledge, and a Katana by necKros (see credits).
Brisa can share a copy of her current built-in melee weapon with the player.
When the player equips any melee weapon, Brisa will equip her built-in melee weapon as well, unless she is already equipped with a melee weapon from one of her slots.
Weapon use is enforced according to what the player has directed and by Brisa's skill. If the built-in melee weapon is set as default for example, the weapon system will make sure she uses it by taking other weapons away from her that she may pick up during combat and throw them in her backpack.
If she picks up a weapon that she is not skilled enough for, it is thrown in her backpack right away. If the weapon is within her skill range, she is allowed to use it until combat is over - unless the player is enforcing melee. Then it is thrown in her backpack.
Brisa's personal container is closed off during combat because messing around with an NPC's inventory during combat can cause weapons glitches or even freeze up the AI. The combat context menu that appears when you activate her in combat allows you to switch her weapon to another slot cleanly and quickly without disturbing her AI or combat state. It also allows you to give her more ammo by putting it in her backpack. It is left up to the player to determine the best weapon for her to use in the given situation.
When you open a slot that has a weapon, you will see the available ammo for it there also (moved from her backpack and personal container). If you open another slot with a weapon that uses the same ammo, it will be moved there so you can see it. The ammo follows you so you always know what she has available.


SUPPORT SKILLS:

LOCKPICK:
Brisa can open locked containers and doors, if her effective skill is high enough, and you give her a bobby pin.

LOCKPICK SKILL FEATURES:
When Brisa's skill is 15 or above, a perk becomes available and is added to the player. When the player has this perk and activates a locked container or door, a prompt appears with the option for Brisa to pick the lock.
If Brisa's skill is one level below the lock - her skill is between 25-49, and the lock is at 50, for example - you will have the opportunity to take a chance and force the lock. Brisa must have a Hammer and a Butter Knife in her personal container to use in forcing locks. If the force attempt fails, the lock will be broken. There is a chance the butter knife will also be broken.
If Brisa's arms have damage, there is a chance that the attempt will fail, and a chance the bobby pin will break. The lock will not be broken in this case - unless you are taking a chance.
Placing the Vault Utility, Robco, or Red Racer jumpsuit in Brisa's backpack or personal container gives a 5 point Lockpick bonus.
One Experience point is gained for every 20 locks picked.
If the player has not given her enough Lockpick books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps she will undoubtedly have in the art.
Brisa will gain an Infiltrator Ability that will allow her to bypass broken locks when the following conditions are met:

Lockpick skill: 70
Player Level: 18
Intelligence: 7
Locks picked: 100
Lockpick Books Read: 8

OTHER USEFUL INFORMATION:
If Brisa breaks a lock, it will appear as 'Requires Key' when the crosshair hovers over it because of a game engine limitation. However, its lock level will be set to a value that will allow tracking of its original Lock level, preserving it in the event that Brisa obtains the Infiltrator Ability, or the player obtains the Infiltrator Perk.
When you ask Brisa to pick a lock, she will attempt to stand in the same spot and face the same direction as the player did when activating the locked door or container, so move to the side after asking her to pick it. Due to navmesh or other issues, if she is not be able to reach this spot, a timeout will occur and she will perform the pick from where she is at and it will appear strange. Oh well.


MEDICINE:
If Brisa's effective medicine skill is equal to or greater than the player's, then she will be the primary care-giver, and her triage menu's will be enabled. The whole point here is for her to be able to treat the player with medicines at HER skill level, rather than the Player applying medicine to his/herself at a lower level. That's the thing about teamwork.
Brisa's medical skill consists of five ranks, beginning when her skill reaches 25. Each rank has a skill level and 'book rank' requirement before it is granted. Book Ranks are incremented after every fourth Medicine book is read by Brisa. An additional HP restore bonus of (6 * Rank) is also applied whenever a Stimpak is used.

MEDICINE SKILL FEATURES:
Medicines: Stimpaks, Rad-X, and RadAway, will be applied to the Player with BRISA's Medical skill, and the medicines run their default action with more effectiveness because her skill is greater.
Chems can be applied to the Player with less chance of addiction as rank increases. IMO, this isn't very creative and I am open to suggestions for things that are cool, but not over-kill.
Brisa can synthesize her own addiction curing compound when she reaches the rank of SURGEON. You just have to give her the ingredients: Mentats, Nuka-cola Quantum, Detergent.
Medical outfits in her backpack or personal container give a 5 point bonus.
Brisa is not allowed to carry stimpaks and use them on herself. The animation is slow and it looks silly when an NPC is standing there, stimming themselves, while an enemy is firing on them point blank. Any meds in Brisa's personal container are moved to her backpack and can be used in her medical triage menu. The player is responsible for keeping her healthy.

STIMPAK and CHEM USAGE:
Stimpaks and Chems are taken from Brisa's backpack or from the Player, in that order. If a treatment choice is not shown in a menu, then the Chem is in use already, health is maxed out, or that item is not available.

MEDICINE SKILL RANKS: (I'm looking for feedback in making these ranks more meaningful)

RANK 1 - MEDIC
Skill Req: 25 Book Rank Required: 0
Can administer stimpaks and chems during combat. Can heal crippled limbs when not in combat conditions.

RANK 2 - DOCTOR
Skill Req: 60 Book Rank Required: 2
Adds the ability to administer drugs with a 25%% lower chance of addiction.

RANK 3 - SURGEON
Skill Req: 80 Book Rank Required: 3
Adds ability to administer drugs with a 50%% lower chance of addiction. Adds the abiliy to make compounds for curing addictions.

RANK 4 - NIGHTINGALE
Skill Req: 100 Book Rank Required: 4
Adds ability to administer drugs with a 75%% lower chance of addiction.

RANK 5 - McCOY
Skill Req: 100 Book Rank Required: 5
Adds ability to administer drugs with a zero chance of addiction. Can fully heal both player and herself with one stimpak when not in combat conditions. Possibly impossible to attain ;)

RECOMENDATION:
Even though Brisa can become very good with the medicine skill, the Player should not neglect their own skill, and should carry a supply of stimpaks and chems in the event Brisa is disabled in combat.


REPAIR:
Brisa's Repair system is simple. She can repair items that are equipped on the player and herself. You would repair Brisa's armor to improve it's condition after a level up and her Repair Skill is increased. The items she can repair are:
Equipped Upper body Armor
Equipped Helm/Hat - Brisa will normally enequip her helm if not in combat, but will equip it to do a repair.
Equipped Weapon

REPAIR SKILL FEATURES:
The Repair Lists for these items are checked against parts that are available in Brisa's backpack, and then taken from there (in no particular order). All of these 'parts' that can be used for repairs for a particular item are considered equal - whether they are a rifle, conductor, etc. with equal repair effectiveness. Parts are first checked against a list of unique weapons and armor and are skipped if there is a match.
Placing the Vault Utility, Robco, or Red Racer jumpsuit in Brisa's backpack or personal container gives a 5 point Repair bonus.
One Experience point is gained for every 20 repairs.
If the player is standing near enough to a workbench, a 10%% bonus is applied to her effective skill before the Utility suit bonus and Experience bonuses are applied.
The more Repair books you give to her to read, the more effective the parts become - less parts will be needed to repair the item to her skill level.
If the player has not given her enough Repair books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps.
If no game overhaul mod is detected (FOOK2, FWE, or ART), then scrap metal and Abraxo cleaner can also be used for parts.


SCIENCE:
Brisa can hack terminals, if her effective skill is high enough.

SCIENCE SKILL FEATURES:
Brisa's Science skill is 25 upon leaving Vault 101, so she has a bit of a head start on this skill. The player must stand near a Terminal and ask Brisa to hack it. The player can have her unlock it all the way, or just get it into debug mode for the player to finish.
If Brisa's skill is one level below the Terminal - her skill is between 25-49, and the Terminal is at Average, for example - you will have the opportunity to have her take a chance in hacking it. If the hack attempt fails, the Terminal will be locked out.
If Brisa's head has damage, there is a chance that the hack attempt will fail. The Terminal will not be locked out if it is within her skill level.
Placing a Lab coat in Brisa's backpack or personal container gives a 5 point Science bonus. Dr. Lesco's coat gives a 10 point bonus.
One Experience point is gained for every 10 Terminals hacked.
If the player has not given her enough Science books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps she will have in the art.
Brisa will gain the Hax0r Ability that will allow her to bypass locked terminals when the following conditions are met:

Science skill: 100
Player Level: 18
Intelligence: 7
Terminals Hacked: 50
Science Books Read: 8

OTHER USEFUL INFORMATION:
When you ask Brisa to hack a wall terminal, you should be standing at nearly the same elevation that she will be when she's in front of the terminal.
When the player is within 9 feet of more than one terminal, the closest one to the player will be the hack target. Note that 200 game units (9 feet) appears to be a lot closer in-game.
When there is an obstacle in the way of her getting near enough to a terminal, there is a timeout and the hack will occur anyway, and she may perform the animation not even facing the terminal. Rather than waiting for the timeout as she 'spins her wheels', you can speak to her - a dialog option about the hack will be there. You can ask her to please hurry.
Hacking is allowed when the player is in combat - if the magic top middle radar is red, but not when Brisa is in combat.


COMPATIBILIY NOTES:
I've released this mod as Beta because of the simple fact that I have only ever run it on my computer, though I have played many games with it with different load-outs and even a clean FO3 install. There is nothing 'missing' from this mod in that it is complete and playable. Though there is always room for improvement on it's features and compatibility with other major mods. Idea's are welcome.
I've developed this mod over the past several months with my favorite 'overhaul' mods - Fallout Wanderers Edition (5.04), Arwen's Realism Tweaks, and FOOK2(Just ONE of them at a time!). Naturally I want this mod to be compatible with them.
Skill Book Reading - if you have FWE or the ART 'Hard Core' module loaded, Skill Book reading by Brisa is disabled in order to not interfere with the changes to how skill books work in these mods. But she can still read pre-war books.
Due to game setting changes in FWE (i'm not sure which, exactly) a separate combat script section attempts to influence her combat behavior, because her AI packages seem to work differently with this mod loaded.
I will be looking into the possibility of a CP for FWE that will allow Brisa to make repair parts and Power Armor repair parts. Alternate starts - not tested. When Brisa Stims the player, the effect is immediate for now.
If you have Arwen's Hard Core module loaded, Brisa's level-up points default to 15 instead of 25. Since she doesn't get any perks or skill books, this seems to be keeping her on par with the player.
This mod does not change any records of the Vanilla followers, and works well with other follower mods, such as Phalanx.
Please do NOT recruit her using 'Companion Share And Recruit' or similar mod - because of her scripting you could have a mess on your hands and may have to load a previous save to fix it.
EVE - (Energy Visuals Enhanced) - there are many creative ways this mod kills actors. As far as I can tell - some involve disabling the actor and spawning appropriate gore items in the world as well as the vanilla ash and goo piles. Brisa's resurrection scripting can detect the vanilla ash piles, disable and mark them for delete. The Black Ash pile introduced by EVE is actually a container. The kill script moves all of the victim's items into this container and disables the actor. This action is probably not limited to just the black ash pile. If Brisa is revived and has no gear, you will have to find it. Her backpack will not be affected. If you have chosen the revive option 'Don't revive if disintegrated or dismembered', this method of being killed is not flagged and she will be revived anyway. I plan on looking at it in a later release.

EXPLOITS:
I'm listing some exploits (cheats) that the player can do with this mod in order to save the trouble of reporting them to me. I've left them in the mod because the 'fixes' would be overly complicated or have side effects that are not desirable. We are all advlts here, and I am not going to play the role of immersion cop. It's YOUR game - do what you like.
1. You can remove the current weapon from her personal container, and she will make a new one. Use her as an armaments factory.
2. If Small Guns autoammo is on, remove the ammo in her peronal container, and another 500 rounds will be added. Rinse and repeat. Use her as a munitions factory.
3. I've caused a CTD by messing around with her assigned weapon and ammo in her personal container.


UNINSTALL:
Ask Brisa to remove the lockpick Perk
For FOMOD install, disable in FOMM.
For manual install, delete the following from your data directory:
File: RHKBrisaAlmodovar.esm
Folder: Textures\RHKBrisa\
Folder: Meshes\RHKBrisa\
Folder: Sound\Voice\RHKBrisaAlmodovar.esm\


TOOLS USED:
Geck
Nifscope
Notepad++
Script_Syntax_Highlighter_for_Notepad_plus_plus - By Cipscis
FO3Edit
FO3Plugin
Audacity
TES construction set
LIP Template by Kivan
Zumbs' FOMOD tutorial


INSPIRATIONAL CREDIT:
No mod is an island. This mod is inspired by the many follower mods and game changing mods that I have used in the past year. Here are just a few:
Tarrant's Phalanx
EarthBind's LucyWest and Brianna
Chrome Hamster's Clover
Slaveraider and Bittercup by gurk_meja
Kelsey and Jessi Companion by Loxy38
Fallout Wanderers Edition - by the FWE Team
Arwen's Realism Tweaks - by Arwen Eve


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, and others.


LICENSING/LEGAL:
You may not re-host this mod on any other site, under any circumstances.
You may do whatever you want on your own system, of course.
You may pick apart my scripts and use whatever in your own mods.
If you want to change Brisa's appearance, and share it with others, you may do so. Please do not ask to include the main esm with your mod while this mod is in the beta stage. You can master off of it with a new esp and link to this mod as a requirement.
If you want to use the items listed in the 'Credits' section, I have provided the links to them and you should use those to get the complete mod, and work from there. In any event, you must give them credit if you use them.

DISCLAIMER:
With this mod loaded, as with any other mod in your load order, it's possible your computer will spontaneously combust, trigger a real nuclear war, or cause your save game to be corrupted. Use at your own risk.
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri Feb 18, 2011 10:55 pm

This is by far the larges wall of text for a mod I have ever seen, and it isnt some long rant story. That alone impresses me.

On to the bulk of it... geebus theres a lot in here. Its hard to really comment on any one part, so Ill give it as a whole, a big thumbs up. Nice job. :goodjob:
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sat Feb 19, 2011 2:24 am

She looks great; really great. Her features sound outstanding. I'm DLing her right now. I'm always looking for a good companion to travel with me and Charon. I'm at Level 10 with my current character so we'll be picking her up the next time I play. I'm really looking forward to seeing how she works in game.

:) llama
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Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sat Feb 19, 2011 5:42 am

Thanks for the kind words ;)
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Fri Feb 18, 2011 9:55 pm

I decided I wanted to get the whole experience of getting Brisa so instead of getting her with my Level 10 character I've started a new character and have picked her up in the Vault. That has all gone smoothly and she and I are out into the Wasteland now. It was fun having a friend to escape the Vault with.

Edit: I solved the dialogue issues I was having. I unchecked the mod and did a clean save/reactivation and everything is working fine now.
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat Feb 19, 2011 9:45 am

I decided I wanted to get the whole experience of getting Brisa so instead of getting her with my Level 10 character I've started a new character and have picked her up in the Vault. That has all gone smoothly and she and I are out into the Wasteland now. It was fun having a friend to escape the Vault with.

Edit: I solved the dialogue issues I was having. I unchecked the mod and did a clean save/reactivation and everything is working fine now.


Good. It sounds like I need to add the exit dialog packages to her object and use a variable to force it instead of trying to use the addscriptpackage command. She should have done a force greet with you when exiting the vault.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Fri Feb 18, 2011 8:57 pm

nevermind
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Sat Feb 19, 2011 6:54 am

Very impressive and very informative! I can tell you spent countless hours on this mod. I will keep an eye on this and download the next update :clap:
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Fri Feb 18, 2011 7:20 pm

Updated to version .93 Beta



http://www.fallout3nexus.com/downloads/file.php?id=14448
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Sat Feb 19, 2011 9:39 am

Updated to Version .95 Beta

http://www.fallout3nexus.com/downloads/file.php?id=14448
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Sat Feb 19, 2011 5:34 am

Thank you for the update :D
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Fri Feb 18, 2011 9:10 pm

Brisa is very impressive and is one of the better companion mods out there. May I suggest a male follower to complement her? Well, not her specifically, but to give us another follower in a diverse group, rather :P.

I love the fact that she's no-frills. She's not meant to be a part of a virtual harem, she's useful, and there's no romance clutter. Just another person to assist in the struggle to survive in the wastes.

My only complaint is her combat abilities. She's good with a rifle or an LMG, but if you give her an automatic she has zero trigger discipline. Also, I think the player should receive at least 25% xp for any of her kills (with an option to disable back to the current no xp). It would also be nice if she could recognize weapon ranges and use say a shotgun at close range and a rifle at greater ranges.

Regardless, excellent work.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sat Feb 19, 2011 6:49 am

Brisa is very impressive and is one of the better companion mods out there. May I suggest a male follower to complement her? Well, not her specifically, but to give us another follower in a diverse group, rather :P.

I love the fact that she's no-frills. She's not meant to be a part of a virtual harem, she's useful, and there's no romance clutter. Just another person to assist in the struggle to survive in the wastes.

My only complaint is her combat abilities. She's good with a rifle or an LMG, but if you give her an automatic she has zero trigger discipline. Also, I think the player should receive at least 25% xp for any of her kills (with an option to disable back to the current no xp). It would also be nice if she could recognize weapon ranges and use say a shotgun at close range and a rifle at greater ranges.

Regardless, excellent work.

Thanks for your feedback. It really helps!
1. For the automatic weapons - i've noticed some things - there is something in her script that may be contributing to it. Are you seeing her firing into targets that the player has already just killed once in awhile (like a second or less after)? "Oh yeah, want some of this?" Rat-tat-tat-tat into a dead body ;)
2. The XP thing can easily be done since I am already tracking her kills. I'll add it to my list of options.
3. I've been thinking of ways I want to redo her weapons script. Using range as a primary weapon selection parameter is doable, but will take some time.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Fri Feb 18, 2011 10:36 pm

Moderator, please lock this Beta thread.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am


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