[REQ] Reviving allies

Post » Wed Jul 28, 2010 2:38 am

I feel like companions are too easy outside of hardcoe due to being essential and are too unforgiving in hardcoe, due to them sometimes stupidly running into a swarm of 20 fire geckos and dying. It would be neat if somebody could make a mod is sort of inbetween the two. When a companion dies, they don't die, they become "Mortally wounded" and fall to the ground unconscious. When you approach them, a pop-up message appears saying they require 4 stimpacks, 1 med-x and one medical brace to be revived. (5 scrap metal and 1 fission battery for ED-E) It doesn't seem that hard to mod and will probably be fun and counter the encouragement to re-load a save because Boone thought it would be a good idea to run at a Deathclaw with a machete.
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Petr Jordy Zugar
 
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Post » Wed Jul 28, 2010 3:55 pm

I'd like to see this too. Essential companions are god mode and non-essential die all the time...
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Darrell Fawcett
 
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Post » Wed Jul 28, 2010 1:39 pm

I was going to do this (as well as provide disposable companions that it wasn't applicable to) in the mod I'm working on, but have shelved the ideas for now--so yeah, I'd really like to see this too. Maybe even make it harder, so you have to carry them back to a doctor unless your medicine is ~50-75? You'd be able to fast travel of course, but would have to carry them out if you're in a dungeon.

Just an idea.

Oh, and in case anyone gets the idea to wait for me, don't. It's far from a certain thing, and my ideas are kind of quirky/Wild-Wasteland stuff anyway ;)
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Avril Churchill
 
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Post » Wed Jul 28, 2010 5:47 am

hmmm.

FO3 Phalanx has a death intercept system which would work for this. But, if I were to move that over (relative to hardcoe NV) they would need to fix the CTD problem that NV has with the 'removeallitems' function. I am not sure I can make my death handling work without it (but maybe).
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Adrian Powers
 
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