[RELz] Charisma Based Follower Limits

Post » Fri Jul 02, 2010 12:45 pm

http://www.newvegasnexus.com/downloads/file.php?id=36753


BETA Configurable plugin to change number of vanilla followers based on Charisma. Incompatible with "Unlimited Follower" mods! This is doing the same thing, differently.

The default values will give you 1 companion per point of Charisma.


If you character has Charisma less than or equal to [PartyMin], only 1 follower is allowed. If Charisma is greater than [PartyMin], character can have 1 follower per [PartyMult] Charisma points, up to [PartyMax] maximum.

There are 3 variables you can set from the console in-game to adjust this:
  • PartyMin [default 0] Minimum CHA score; CHA less than this you get 1 follower.
  • PartyMult [default 1] Number of CHA need per companion. Can be fractions. Example, if set to [.5], 2 companions per CHA.
  • PartyMax [default 10] This is the ultimate max override. If your CHA and Mult get you more slots than this, you will still max at this number of slots.


The calculation is ((Charisma / PartyMult)-PartyMin), up to PartyMax.


EXAMPLE:
You want one companion, plus 1 for every CHA over 5.
  • Set PartyMin to 5
  • Set PartyMult to 1
  • Set PartyMax to desired max.


EXAMPLE:
You want one every 2 CHA, but a minimum of 2 companions.
  • Set PartyMin to -1
  • Set PartyMult to 2
  • Set PartyMax to desired max.


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Compatibility:
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*****************************************************************************************
**Incompatible with "Unlimited Follower" mods! This is doing the same thing, differently.
*****************************************************************************************

Heavily modifies "FollowersHired" dialogue.

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Bugs/Issues:
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No known issues so far, please let me know if you find any.

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History:
===============

1.0 11/07/2010 - Initial Release


===============
Credits:
===============

Thanks to Bethesda/Obsidian for creating Fallout NV.


===============
Tools Used:
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GECK
Fallout 3 ReadMe Generator

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License/Legal:
===============

This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.
User avatar
Amy Cooper
 
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Post » Fri Jul 02, 2010 3:54 pm

I can't help but think that the FO2 method of 1 follower per 2 cha was the best, but, with the followers from FO3 and NV being so powerful, maybe 1 per 3 might be the most balanced.
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Czar Kahchi
 
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Joined: Mon Jul 30, 2007 11:56 am

Post » Fri Jul 02, 2010 10:41 am

finally! thanks pintocat :goodjob:
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Robyn Lena
 
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Joined: Mon Jan 01, 2007 6:17 am

Post » Fri Jul 02, 2010 9:35 pm

Just a little headsup. I was using another followers mod that allowed you to get 2 followers/point of CHR (called CFollowers). I talked to Arcade Gannon while still using this old mod and he refused to join because I already had Cass, Boone and ED-E and only 6 CHR. Then I saw your mod opted to use yours since it seemed more flexible. So I removed the old one activated yours and talked to Arcade but he still refused. I had to fire Boone, hire Arcade then run after Boone and rehire him. I'll experiment a bit more to see if I can repeat this issue.
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Emily Martell
 
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Joined: Sun Dec 03, 2006 7:41 am

Post » Fri Jul 02, 2010 2:45 pm

There's a script that runs once on activation that will go through each vanilla companion's Hired status and reset the count if necessary. Should take care of that. Give it about 5-10 seconds in gamemode then a few seconds in menumode (dialog). I tested pretty extensively with transitioning from Unlimited Companions, but I didn't try that one.

I would recommend a clean save though; deactivate any other companion limit mod, save, exit, then activate this.

If nothing else, firing everyone and re-hiring should reset it all.
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Javaun Thompson
 
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Joined: Fri Sep 21, 2007 10:28 am

Post » Fri Jul 02, 2010 2:38 pm

perfect. now i dont have to feel like im cheating. :)
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scorpion972
 
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Joined: Fri Mar 16, 2007 11:20 am


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