For those unfamiliar with CSR from Fallout 3 and Oblivion, it adds the ability to (if you pass a speech check) recruit most named NPCs as companions, and order them around- up to half your Charisma worth of them. If they have the appropriate skills tagged-
- [Lockpick] They can unlock doors & containers.
- [Science] They can hack terminals.
- [Explosives] They can pants people, or explosively breach locks.
- [Medicine] They can be set to automatically heal you or fellow party members who get hurt in combat.
- They can loot bodies or containers.
- http://www.youtube.com/watch?v=2pS5w-hZkfs
The mod also contains group orders you can use to order all your followers to follow, wait, change weapons etc. simultaneously. It handles this part through a common resource, so you can order followers around from any mods that use it simultaneously (and all followers that use it will automatically heal/repair each other when appropriate). The New Vegas iteration of this resource (Companion Core.esm) has been set up with default dialogue and scripts to allow you to easily plug new companions into the system so they can use the special orders, follow group commands etc- making it easier for people to make custom companions, so they don't have to wrangle with understanding the Companion Wheel themselves.
CSR Fallout 3 added the option for you to change the class of your followers, if you had the Educated perk, and the New Vegas edition is expanding on that. Each class has 3 tag skills, and if you want to change someone to a class each of the skills must be either a Tag skill for them, or known at >=40 by you- so if have a chump follower with Speech tagged, and you have Medicine of 50, you could read a Programmers Digest, pop some Mentats, then teach them to be a Follower of the Apocalypse. Since companions in NV all add perks, the classes in CSR:NV are all themed along the lines of the factions of the Mojave, and add perks themed by that faction too (although giving someone a class doesn't actually add them to that faction, just themes them). The classes are balanced such that there's at least 4 classes with each usable skill, to try and ensure there's always a variety of classes you can assign people to and to encourage you to have a broad variety to get as many useful perks/abilities as possible.
Here's the list, broadly split by active effects only, active & passive, passive only and Faction Effects.
- [Medic/Sci/Speech] Follower of the Apocalypse - - - Is Doctor
- [Guns/Lockpick/Repair] Mechanic - - - Can Repair
- [Energy/Repair/Sci] Brotherhood Scribe - - - Can Workbench
- [Guns/Melee/Survive] Prospector - - - Can Campfire
- [Guns/Repair/Barter] Gun Runner - - - Can Ammo Bench
- [Guns/Melee/Speech] Kings Ganger - - - Can Haircut, 3 Bonus DT whilst wearing no hat
- [Expl/Lockpick/Sneak] Powder Ganger - - - Can scavenge dynamite 1/day, 10% Damage bonus with thrown
- [Guns/Medic/Melee] Great Khan - - - Can scavenge chems 1/day, -20% Addiction chance
- [Barter/Energy/Lockpick] Van Der Graff - - - 20% Bonus Energy ammo retention
- [Guns/Sneak/Survive] Mojave Ranger - - - 10% Range bonus
- [Barter/Speech/Survive] Caravaneer - - - 10% Buy Price Reduction
- [Expl/Guns/Repair] Boomer - - - 10% Explosion radius increase
- [Energy/Guns/Melee] Fiend - - - 25% Modify positive chem duration
- [Energy/Sci/Unarm] Paladin - - - 5% Crit chance bonus with E-Weaps
- [Energy/Expl/Guns] Mercenary - - - 10% Bonus aiming move speed
- [Sci/Speech/Unarm] Vault Dweller - - - NO IDEA
- [Expl/Guns/Medic] NCR Trooper - - - 3 Bonus DT in NCR Armour
- [Expl/Guns/Sneak] NCR First Recon - - - 5% Bonus Damage in NCR Armour
- [Guns/Melee/Survive] Legionary - - - 5% Bonus Damage in Legion Armour
- [Guns/Survival/Unarm] Praetorian - - - 3 Bonus DT in Legion Armour
As you may have guessed from the big red NO IDEA I can't think of an effect for the Vault Dweller class, and it can't really be ditched as it rounds out the Science & Unarmed class count.
I also can't really think of any other iconic dwellers of the Mojave, and those I can think of (Gamblers, Viper/Jackal Gangers) don't have particularly distinct skillsets or abilities. If you can think of a suitable ability for Vault Dwellers, or identify any holes in the skillset or ways to plug them (for example, there's only 3 classes with Lockpick), or have more interesting perk ideas for some of the classes that're a bit dull (Mercenary, Ranger, Paladin, Boomer) then I want to hear from you.
Plus, I'm not hugely satisfied with the Mechanic- it's a tad plain, compared to the others, but the 'Repair items' role needs to be filled. Ideas?
Please don't suggest damage/DT modifying perks- they're a little dull and too powerful, which is why the only existing ones are heavily themed. I also don't want to just add dozens more classes for their own sake, as that'll clutter things up- but unique and interesting perks are more than worth the menu clutter of one or two more classes.