Can we please keep the companions introduced in the next DLC

Post » Tue Sep 28, 2010 1:21 pm

I think the reason they don't bring companions back to the Mojave is because of the impact on the game world they would have, and so much work would have to be done into making them fit.
More trouble than it's worth, is their thinking I guess. Granted, one could call that laziness..

Either way, I don't see why it'd be hard to stick Dean in the Tops and just have him sit there with afew new lines of dialogue about the ridiculous walk back to the Mojave and the crappy radio DJ (in his words, not mine). Maybe he could even get up on stage and sing every now and again. They don't have to be companions, even if that's preferable..I guess either way, me and Dean's, um, shall I say, conflicting viewpoints, resulted in him having a much harder time coming to the Mojave anyways..
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James Shaw
 
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Post » Wed Sep 29, 2010 3:52 am

No companions for Lonesome Road, Old World Blues is a different story.
If I remember correctly, Ulysses was intended to be a companion in NV before he was cut. We'll probably see him in Lonesome Road. I don't see any reason why he shouldn't come with you to the Mojave.
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Andrea P
 
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Post » Wed Sep 29, 2010 2:43 am

Follows-Chalk was awesome, and even people who didn't like the DLC much seem to like his character. Dean should have been at least findable with that ending, and Dog/God would make a really sick companion. The thing is, for those two, it's very likely that they die or Dog/God can either have God take over, become a new "voice", and I think Dog might take over too, can't remember. Too many variables to make for him as a companion.
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Sunny Under
 
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Post » Tue Sep 28, 2010 8:06 pm

i think th problem is that for companions to be hable to move in the Vanilla game they need to be coded in every inch of the map so they can move arround with you and that must be a pain to do now multiply that for 2 new companions in Zion and 3 more in DM :confused:
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GEo LIme
 
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Post » Wed Sep 29, 2010 1:58 am

If I had to keep hearing about that "cump-pass" for the rest of the game, I would kill Follows-Chalk myself.
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Bloomer
 
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Post » Tue Sep 28, 2010 9:09 pm

If I remember correctly, Ulysses was intended to be a companion in NV before he was cut. We'll probably see him in Lonesome Road. I don't see any reason why he shouldn't come with you to the Mojave.

I agree I believe Ulysses was to be rercuited at Wolfhorn ranch.
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Steve Bates
 
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Post » Tue Sep 28, 2010 11:41 pm

If I remember correctly, Ulysses was intended to be a companion in NV before he was cut. We'll probably see him in Lonesome Road. I don't see any reason why he shouldn't come with you to the Mojave.



Joshua Graham was intended to be a companion in Van Buren.

He's not really in NV...
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Harry Leon
 
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Post » Wed Sep 29, 2010 2:50 am

It wouldn't make sense for any of the DLC companions to return to the Mojave.

Every single NPC introduced in both DLC packs has had his/her own path and those paths do not lead to or through the Mojave.

Even Dean

Spoiler
Dean *eventually* makes his way to New Vegas if you pay attention to his ending slides. Eventually, not immediately. He probably wouldn't show up until long after the battle of Hoover Dam.

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sara OMAR
 
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Post » Wed Sep 29, 2010 8:11 am

i think th problem is that for companions to be hable to move in the Vanilla game they need to be coded in every inch of the map so they can move arround with you and that must be a pain to do now multiply that for 2 new companions in Zion and 3 more in DM :confused:


Actually, it's surprisingly easy to do. I've managed to get Dean to show up at the 188 Trading Post, and even re-activated his Companion Wheel.

The problem is that his AI insists on making him walk back to the Sierra Madre (there's a hidden door in the BoS Bunker), even when I give him other AI packages that should take precedence.
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Rachel Briere
 
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Post » Tue Sep 28, 2010 4:24 pm

i think th problem is that for companions to be hable to move in the Vanilla game they need to be coded in every inch of the map so they can move arround with you and that must be a pain to do now multiply that for 2 new companions in Zion and 3 more in DM :confused:
I don't think it's as difficult as that. Some people managed to glitch FO3's Dogmeat to Point Lookout, and you could easily take Sydney, Shorty, Red, Sticky or any other temporary companion there, though none of them have been intended to ever set foot on Point Lookout. I've taken Sydney once myself, worked out fine.

Although I may be naive about that. Maybe someone with acces to the GECK can confirm? Let's say I make Follows-Chalk spawn in the Mojave, using the GECK. Would that allow me to actively have him as a companion there? I don't know because I'm a PS3/X360 owner, though I am curious and am considering purchasing NV for PC if mods and GECK adjustments can enhance replayability.
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ILy- Forver
 
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Post » Wed Sep 29, 2010 6:44 am

Here's hoping the Fallout 3 character in Old World Blues is the invincible version of Sergeant RL-3 looking for a new commanding officer.
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Harry-James Payne
 
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Post » Tue Sep 28, 2010 6:33 pm

I would have just 1 request for any companion that can be brought back to the game proper. Make it a challenge. don't let a DLC character cruise back with us, just because we finished the DLC.

Possibly a high Charisma check (not speech) to convince them. Or perhaps as a part of the story, a companion sacrifices themselves to save you... But if you plan ahead accordingly, they can be saved.

At this point, bringing back a DLC member Would be kinda a bug deal. So make it a big deal.
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Wayne W
 
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Post » Wed Sep 29, 2010 7:29 am

Possibly a high Charisma check (not speech) to convince them. Or perhaps as a part of the story, a companion sacrifices themselves to save you... But if you plan ahead accordingly, they can be saved.
My main Courier has Charisma 10, Speech 100 and Barter 100. Bring on the speech checks!
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LuBiE LoU
 
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