[RELz] Sydney Follower

Post » Fri Feb 18, 2011 10:26 pm

2.0 is released! Lots of new dialogue and some new features added.

Change Log for 2.0:
Spoiler

2.0, 6/8/2010
-----------------
- Fixed an issue where the Load Order Fix was modifying the Citadel for some reason and creating unnecessary compatibility issues.

- Fixed an issue where she was taking Iguana bits to make a full iguana, when it should've been the other way around. (I'm.... not quite sure how THIS happened. :P)

- Fixed an issue where she wouldn't accept haircuts from Godfrey. Modified both his option and Wadsworth so that they know work regardless of where Sydney is in the player homes.

- Added a new dialogue slot above Wait in her base menu. This will show conversation starters pertaining to what the current location or quest involves. Still WIP, with only a few conversations implemented right now.

- Added Joseph from Little Lamplight as a barber option.

- Added a submenu to quickly re-enter the barber menu so you can conveniently experiment with multiple haircuts in one sitting.

- She will now sit down when you do, if she is currently set to follow. Note that it's not possible to distinguish furniture types without ID'ing each specific item (which is time-consuming, space-wasting, and won't work with any mods introducing new furniture), so she might end up leaning against a wall or tinkering with a workbench or computer instead. Point is, she won't stand around like a moron when you're clearly taking a load off.

- New gift options:
* Her Dad's holotape (moved for more consistent dialogue structure).
* Cigarettes (she'll refuse, but she likes you a bit more for the gesture).

- Added a submenu after each gift so that you can conveniently give Sydney multiple gifts in one sitting.

- Added a combat dialogue menu. Talking to her in combat now brings up a menu with options instead of her normal chit-chat.

- Tweaked Home interactions for both the Megaton and Tenpenny houses. She will now spend day hours out and about at various restaurants and shops.

- Modified the dialogue for firing Sydney to a house -- the option now appears as a kinder "Rest here" option on her base menu if you are physically within the home.

- Imposed additional restrictions on where Sydney can call home -- it MUST be an interior cell, it CANNOT be an official home, and it CANNOT be a one-stop location of the Main Quest (Project Purity, etc.)

- Heavy revisions to her Citadel training mini-quest. More dialogue beforehand to make the scenario seem a bit more sensical. Also, you can now ask her how things are going and, for the impatient, inquire how much longer she wants to stay for.

- Additional lines of dialogue with a more "specific" feel to them than the generic vague lines I've been using to cut corners in the initial build.

- You can find Ryan Brigg's written notes near his Wonder Meat machine, allowing Sydney to make some on the go with mole rat meat, wonder glue, and scrap metal.

- Added integration into the Andale mini-quest. She will now carry new dialogue if she accompanies you during the entire quest.

- Whenever you hand Sydney a book, she will actually be shown holding it (just don't look too closely -- it's a hackjob in NifSkope I made with no knowledge of the program.... or even 3d modeling skills).

- You can now look at Sydney's list of recipes before asking her to cook something. This will allow you to see what ingredients you need to provide for which item.

- Tweaked the "fired" dialogue a bit -- if you are already standing in your house, telling her to stay for a while moves to the top of the menu. Otherwise, you send her there from the fired menu directly. Also, you may only define an interior as a custom home, and a few locations are prohibited.



If you have already gone through most of her main interactions and dialogue, you probably won't be able to fulfill the requirements to remove her new armor. If so, type "set FollowersSydney.Trust to 30" into the console without quotations.



Technically this mod has been up for a couple of weeks, but I didn't make a release thread for it, and felt I'd have a better chance of getting feedback if I posted here as well. This is my first mod for Fallout 3, allowing the permanent recruitment of Sydney, whom I'd considered to be the most interesting follower in the vanilla game. I was a bit bummed that she retired immediately after "Stealing Independence", so this mod was created to change that.

The initial goal was to turn her into a follower comparable to those found within the original game (Jericho, Fawkes, etc.), and then release additional content to flesh her role out afterwards. It's been slow-going, since I have college going on right now and am somewhat limited by the in-game voice overs, but the current aim is to pack as many features into her as possible without cluttering her dialogue choices with tons of menus to control everything. There are a few instances of this already implemented, where she'll chime in about a few things like the Citadel's technology, some locations, your actions, etc. She's still not to the level of dynamic companion that I want her to be, but I'm getting somewhere.

Bug reports, constructive criticism, and suggestions (provided they fall within reason) are appreciated.

It can be downloaded from Fallout3Nexus http://www.fallout3nexus.com/downloads/file.php?id=9320

From the readme:


Upcoming:
- More conversations
- "Pissed Off" mod (cut from 2.0 for now)
- A few flirt options

Currently Considering (but no promises):

- Having her actually mean it when she says "Dibs on their stuff!"

- An extension on her personal quest, since the vanilla game does kind've have her underreact to the holotape, and for a follower version that's not very excusable.

- DLC The Pitt integration

- Proper Vault 87 >> Raven Rock Integration.


Name: Sydney Follower
Version: 2.0
Date: 6/8/2010
Category: Companions
Author: DRG6520
Source: http://fallout3nexus.com/downloads/file.php?id=9320

=======================================
(WARNING!!) PLEASE READ (WARNING!!)
=======================================
Make sure you read the Installation Section and the Compatibility Concerns, and even the FAQ if you have a problem. The mod isn't difficult to set up, but there will be major issues if you fail to follow a particular step. I will not respond to ANY comments which report the resulting issue --- it should be common practice to read the readme before installing a mod, and I should not be held acountable for one's inability to do so.

+=========================================================+
| TABLE OF CONTENTS |
+=========================================================+

1. Description & Features
2. Installation (REQUIRED!!)
3. Compatibility Concerns (REQUIRED!!)
4. Uninstallation
5. Frequently Asked Questions (REQUIRED!!)
6. Overview and Future Plans
7. Recommended Mods
8. Contact Info
9. Credits
10. Disclaimers / Usage


+===+===========================+
| 1 | Description & Features |
+===+===========================+

This mod allows you to recruit Sydney the Relic Hunter as a permanent companion after you finish the quest "Stealing Independence" with her in tow. She was created to be a very interactive, immersive companion that would not be demoted to the role of meatshield and would mesh into the original game with no seams showing. If you feel that to be the case (as many users have already stated in feedback), then I've done my job.

While you could simply not finish the quest and have her run around behind you forever (as I did when I first started playing Fallout 3, actually), this mod's key feature is a story-based alternative to continuing your partnership, and offers such benefits as:

- Over 420 lines of fully voiced and lip-synced dialogue, featuring the original voice cast. Not one line goes unvoiced.

- Several location and quest-specific conversations and comments.

- Helpful out-of-combat abilities, including fixing up your weapons and cooking some wasteland delicacies. Both of which will improve over time.

- A radio transceiver that lets you call her to catch up, establish and travel to rendezvous points, and arrange little get-togethers when she's on vacation.

- The ability to give her several gifts, some of which will improve her abilities, unlock new features, or reveal new dialogue options.

- The ability to give her haircuts by visiting various barbers in the game world. No external modding required.

- Lots of little behavior tweaks to make her come alive; fidgeting when she waits, sitting down when you do, switching into a nightgown for sleeping, gulping down Whiskey when you make the mistake of giving her some.....

- Plenty of configuration options, including essential status, drug usage, weapon handling, and where she considers home.

- Plus much more! A SPOILER Guide is available with the download that details most of what you can do with her. Or you can play the mod and discover everything on your own.

+===+===========================+
| 2 | Installation |
+===+===========================+
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!

PLEASE READ THIS SECTION CAREFULLY. IT WILL MAKE BOTH OF OUR LIVES EASIER!!

1. Extract the contents of this archive. Copy the meshes and sound folders, plus all *.esp files into (install directory)\Fallout3\Date. If it prompts you to overrite any files, do so. Nothing needs to be done with the text files or images; they are all for your convenience.

2. Start FOMM, place a checkmark beside the "Sydney Follower.esp" file. "Sydney Follower - Load Order Fix.esp" is NOT required unless you don't want to use FO3MasterUpdate (see next step)

3. In order to ensure that you don't have any compatibility issues with mods such as FWE and FOOK, do one of the following;
A) Run FO3Masterupdate to esm-ify all of your plugins. Load "Sydney Follower.esp" near the bottom.
-or-
B) Check "Sydney Follower - Load Order Fix.esp" as well, and load it at the very bottom of your list (or very close to).

4. Play up until you give the Declaration of Independence to Abraham Washington with Sydney in tow. Or, if you're already finished



+===+===========================+
| 3 | Compatibility Concerns |
+===+===========================+
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!
!!! VERY IMPORTANT !!!

Even if you feel the need to skip over every other section of this readme, please read this. It should clear up a lot of questions and issues that you may run into.

To start, this mod is obviously incompatible with any mod that modifies Sydney, including her appearance. Moving "Sydney Follower - Load Order Fix.esp" to as low in your load order as possible will ensure that my mod takes priority over others. Failure to do so will result in her refusing to follow, even though the dialogue implies she should be hired. If that's the case, check to make sure the Load Order Fix is where it should be, instead of mentioning it in the mod discussion; I won't reply to anymore posts where the user has failed to read this. It is possible to manually merge some mods, especially ones that change her appearance. For this you're on your own -- just make sure that you apply the changes to '1FollowersSydneyTemplate' instead of 'Sydney' when you're editing my mod. Changes to 'Sydney' will not register properly in game.


There are some extensive changes to her original dialogue as well, but to the best of my knowledge there aren't any mods around that do this. The exception would be any mods that fix the infinite-SMG exploit -- my mod fixes that by default, so go ahead and load this lower on the list to override it.


This mod should be fully compatible with follower overhauls like Phalanx (and the latest version of FOOK2 that includes it), as well as virtually every other companion mod out there. I'm a little iffy on mods like Sharing and Caring Companions, but you should be fine as long as you don't try to use SCC functions on Sydney. Note that, while she plays nicely with Phalanx, she isn't a apart of it, has her features and AI entirely separate, and it's not very likely that that will ever change.


Regarding her 10mm Ultra SMG, this mod will retain full compatibility with ANY mod that modifies it, despite the new content that surrounds the weapon. And actually, I encourage you to find such a mod; it's always nice for a unique weapon to actually LOOK unique. Just... make sure that it STAYS an SMG for story reasons.


Any Megaton House or Tenpenny Tower suite mod will be compatible -- any mod that lets you own both homes at once will also work without issue. However, there WILL be compatibility issues with mods that modify the exterior of both homes -- she is scripted to lean against the wall next to the door in Megaton and against a large planter just outside Tenpenny Tower's main entrance; while I am not aware of any mods that change this, I'm just giving you a heads up.


Sydney can be made to recognize any custom home you download as a place to crash, as long as it's an interior.


The workbench in the Citadel Laboratory has had a few static items placed on it that appear when Sydney is staying there. There is also a single marker added to the Citadel Bailey where she will practice her shooting. These should not cause issues. There *might* be an issue with the Citadel's weather, so load those mods after mine just in case.


+===+===========================+
| 4 | Uninstallation |
+===+===========================+

1. Delete the ?Sydney Follower.esp? and ?Sydney Follower - Load Order Fix.esp? files from your Fallout 3\Data\ folder.
2. Delete the Sydney Follower.esp folder from your Fallout 3\Data\Sound\voice\ folder.
3. Delate the following from your Fallout 3\Data\Meshes\Animobjects\ folder:
- DRG_DeansBook.nif
- DRG_TeslaBook.nif
- DRG_GunsBook.nif
- DRG_WSG.nif
- DRG_PSycho.nif


+===+===========================+
| 5 | Frequently Asked Questions|
+===+===========================+

1. Technical Issues
2. Content Related
3. Miscellaneous


1. TECHNICAL ISSUES
--------------------------------------------------------------------------

Q: I AM ABLE TO HIRE SYDNEY, BUT AS SOON AS I TURN TO GO AWAY SHE WON'T FOLLOW ME AND JUST WALKS AWAY. HOW DO I FIX THIS?

A: (facepalm) Please read the readme, particularly the part where it says to put "Sydney Follower - Load Order Fix.esp" at the bottom of your load order. You have a compatibility issue, obviously. Not that I will not respond to ANY comments regarding this complaint unless you explicitly state that you DO have the Load Order Fix in place.


Q: SHE'S GONE MISSING IN MY GAME. HOW DO I FIND HER?

A: The first time you try talking to her, she will give you a radio transceiver titled . This can be found in the Apparel section of your Pipboy. Equip it and choose the option to make her catch up to you. This will "teleport" her right to you, and you may proceed as normal.


Q: SHE'S GOTTEN STUCK IN THE LANDSCAPE. HOW DO I FIX THIS?

A: See above. Telling her to catch up on the radio will teleport her right to you, offering you a quick fix for any tricky landscape maneuvers. Note that you can hotkey the radio as well if this seems to happen often -- which hopefully it shouldn't.


Q: SHE JUST STARTING TALKING TO ME LIKE WE JUST FINISHED "STEALING INDEPENDENCE", BUT I FINISHED THAT A WHILE BACK!

A: That's intentional, actually. The mod was created with a "moments that can pass you by" premise -- if you failed to recruit Sydney right there and then, she'd move on to a different life, and what could've been is history. Unfortunately, many mod users had already finished the quest, leaving them without the chance to recruit her. I don't have the time nor desire to create an alternate recruitment path, so I just removed the block that's in place so that you can recruit her regardless of timing.


Q: HELP! THIS MOD IS CAUSING PROBLEMS WITH THE [SO-AND-SO] MOD!

A: If you have a compatibility issue please report it. While I've taken great pains to reduce compatibility issues to a minimum, there may be a few unforseen issues with other mods. If so, post on the mod's discussion page and I'll be happy to look into it. Do note that I'm not going to bother responding to complaints about compatibility issues with other mods that change Sydney. It should be really freakin' obvious that multiple mods affecting her are going to clash, and that's really no fault of mine. Either remove the other mod, make sure my mod is overriding the other via the Lord Order Fix, or remove my mod altogether. Your choice.


2. CONTENT RELATED
--------------------------------------------------------------------------

Q: SHE ONLY HAS A FEW THINGS YOU CAN TALK TO HER ABOUT. I THOUGHT YOU SAID THERE WERE ALOT!

A: Most of her conversations are location specific.


Q: HOW DO I GET HER TO TALK ABOUT [SUCH-AND-SUCH]?

A: Please read the included "SPOILER Guide.txt". It contains a list of all prerequisites for various conversations.


Q: YOU SAID SHE CAN COOK. HOW DO I GET HER TO DO THIS?

A: Acquire a generic pot and pan, then go into her dialogue. Choose "We need to talk about something" (or something to the effect, the line can change from time-to-time), and the line should appear. For obvious reasons, don't accuse her of being useless unless it's for roleplaying reasons.


Q: WHAT KIND OF GIFTS CAN I GIVE SYDNEY?

A: Books, mostly. Plus a few other things. Please read the "Gift" section of the included "SPOILER Guide.txt" for a full list.


Q: WHY CAN'T I REMOVE SYDNEY'S ARMOR AND GUN?

A: Because she doesn't trust you enough to let you strip her of her clothing and favorite gun, obviously. Build up your trust with her by interacting often and doing nice things for her; then you'll be able to remove the Combat Armor eventually. The gun requires you to complete a personal quest from the original game. See "SPOILER Guide.txt" for more info.


Q: WHY DID YOU PUT [SUCH-AND-SUCH] IN THERE? I CAN'T IMAGINE SYDNEY ACTING LIKE / TALKING LIKE / DOING THAT!!

A: I have tried to maintain Sydney's personality as much as I can, though I admittedly have had to compromise that a few times in order to avoid massive development woes. If there's a problem with the mod's dialogue or story that seriously gets in the way of your enjoyment, post about it (and why you think it should be changed), and I will try to take your suggestions into account. Story and character matter to me. A lot.



3. MISCELLANEOUS
--------------------------------------------------------------------------

Q: WHAT IS THAT FACE THAT YOU ARE USING IN THE SCREENSHOTS AND WHY DOESN'T SHE LOOK LIKE THAT IN MY GAME?

A: That is the face that was designed for Sydney in the Project Beauty mod. Because of a flaw in how Fallout 3 mods interact, these two mods WILL conflict with each other, and you'll have to patch the face manually into my mod should you want to use both.


Q: WILL YOU PLEASE UPLOAD THE MOD WITH THE PROJECT BEAUTY FACE?

A: No. There will NOT be a compatibility patch uploaded, as that goes against the Project Beauty author's explicit wishes. If you want to mod the face into my mod yourself, then read up on the G.E.C.K. and follow the instructions I added in the included "Editing Sydney's Looks.txt" file. A picture diagram has also been included if you want to edit JUST the face. I am truly sorry for the inconvenience.


Q: I DON'T UNDERSTAND THE INSTRUCTIONS TO DO IT MYSELF! PLEASE HELP?

A: PM me privately and I'll help you make sense of them. Or just post in the comments, but I'd frankly prefer PM's to reduce the clutter in the mod's discussion. Oh, and remain calm and collected about the whole thing; I am under no obligation to help anyone with changing her appearance -- I do it as a personal courtesy, and that courtesy has its limits if the other party is a shouting buffoon.


Q: WILL YOU MAKE THIS MOD COMPATIBILITY WITH PHALANX?

A: For the record, this mod is compatible with Phalanx (both the standalone and FOOK2 versions) by default since both mods will coexist without issue. What you're asking for is to "merge" the two mods, and I'm afraid that's very unlikely to happen. Phalanx is a very script intensive mod, even more so since similar scripts must be recreated over and over due to the lack of custom functions in the G.E.C.K.. While adding Sydney as she is to Phalanx would be a dream-come-true, to do it would be a huge pain in the rear, and ultimately would clash with a lot of the content I've created for her.


Q: WHY CAN'T THIS MOD DO [SUCH-AND-SUCH] LIKE THAT [SO-AND-SO] FOLLOWER MOD?

A: Because either I do not wish to implement that feature at this time, or I cannot due to technical concerns of one sort or another. If you have any features you'd like to see in this mod, feel free to post them. Just realize that I am about immersion, sensibility, and lore-friendliness, and I'm unlikely to add anything that can't meet that criteria. I have no intentions of turning Sydney into a glorified Barbie doll, for example. That said, I have implemented about 90% of the suggestions given for this mod so far, so it's worth a try to ask.



+===+===========================+
| 6 | Overview and Future Plans |
+===+===========================+
(This section is 100% optional. You aren't required to read it.)

When I first played Fallout 3 on the X-Box 360, I instantly liked the character of Sydney (based on Sydney Fox from the TV show "Relic Hunter"), and thought that she was a far more interesting character than most of the vanilla followers. There was just something enjoyable about her wisecracking, tough, go-getter personality that still managed to show nuances of vulnerability through her abandonment issues and her constant desire to get drunk and shut out all of the woes of the world and its petty, selfish people who will survive at all costs.

So I was pretty disappointed when she left at the end of Stealing Independence, enough so that I never completed that quest on subsequent playthroughs just so I could keep her around. When I bought Fallout 3 for the PC, one of the first things that sprang to mind for a mod was the ability to convince her to stay with you, at which point she would gain all of the functions of a regular follow. I also happen to be a dialogue lover, and one who requires voiceovers in order to maintain immersion, so I made the effort to not only achieve that original goal, but to flesh her out with additional conversations and abilities, so that she wouldn't just be the kind of companion whose backstory gets burned out and then is reduced to the lowly role of meatshield. Rather, I wanted her to be the kind of follower who would have a more meaningful role to play throughout the game.

This mod is an ongoing project until I'm satisfied that I'd achieved that effect. If you're talking to her to interact with her, give her gifts, or ask for her help on things, and you enjoy it, then great. If you're only talking to her for "Wait here" and "Let's trade stuff", then I've failed miserable.

That's the overall goal going forward. One thing I've noticed from feedback is that it's the little things ("Dibs on their stuff!" and gulping down whiskey non-stop) that have earned the most positive response. I'll be trying to add more into the mod when ideas arise. Aside from that, I'm looking to add:

- The number of conversations that you can have before.

- Character development for both paragon/renegade (I refused to say good/evil) paths. You'd either reaffirm her pessimism or convince her that maybe there is some good in the world.

- Romance options. Maybe even for both genders, since that would save me the trouble of making extra stuff so that female characters don't lose out on content.

- A follow-up on recovering Sydney's father's final words. Maybe even have an encounter where she'll be replaying parts of it over and over when she thinks she's alone.

- DLC Integration, maybe. I can certainly see some fun things down with the Ammo Press and, of course, Moonshine.

Do not be anxiously expecting everything do. I had to take a long hiatus from modding for personal issues before, and I doubt I could guarantee any of the above at this point.



+===+===========================+
| 7 | Recommended Mods |
+===+===========================+

Below are a list of mods that you could consider using to enhance your experience using the "Sydney Follower" mod. None of the below are required, and are merely suggestions on the part of the author:

SYDNEY FOLLOWER MAKEOVER SERIES - Erika Reyna Vaill
Author: Chrome Hamster
http://www.fallout3nexus.com/downloads/file.php?id=11362
This offers a selection of different appearance makeovers for Sydney,
for those looking to try a new look, or those daunted by the idea of
changing her themselves. It's set up perfectly to avoid compatibility
issues with any future version of the mod I release.

CHARON IMPROVED
Author: llamaRCA
http://www.fallout3nexus.com/downloads/file.php?id=12221
An overhaul of Charon's dialogue and interactions that brings him
more into line of what I personally would consider a good companion.
More importantly though, he does feature intentional interaction with
Sydney, which is always nice. Be aware that this does conflict with
Phalanx, however.




+===+===========================+
| 8 | Contact Info |
+===+===========================+

You can reach me via PM on Fallout3/Dragon Age/TES Nexus via the username "drg6525". I also go by "drg6520" on the Official gamesas forums, but I rarely visit there these days, so Nexus is your best bet.


+===+===========================+
| 9 | Credits |
+===+===========================+

DRG6520 ............... For the voice splicing, scripting, dialogue, quirks, and pretty much everything else content-wise included in the mod.

Bethesda ............... For creating Fallout 3, the all-powerful G.E.C.K., and the character of Sydney.

Karen Carbone ............... For voicing Sydney.

Fallout3Nexus ............... For hosting this mod, and making all management and downloading of mods simple and convenient.

The Mod Users ............... For enjoying my work and giving me the motivation to continue improving the mod.


+===+===========================+
| 10| Disclaimers / Usage |
+===+===========================+

I do not claim to own Bethesda, Fallout 3, or the character of Sydney, as awesome as that would be.

You may do as you like with this mod. I'm not very strict about its usage, though if you plan on copying features, spliced voice edits, or any other content from this mod I would at least like to be credited for what you used. You are not required to contact me for permission -- just go ahead and do whatever, I won't get mad.


If you plan on uploaded an appearance overhaul, then great! I fully endorse this and am grateful if you take the time to do so. However, I AM going to be particular about how such mods are set up;

- Do not edit the original *.esp. Activate it as a master file in the G.E.C.K. and make your changes as a separate *.esp file. Link back to the original mod as a required file.

- I would prefer that only the NPC record "1SydneyHairTemplate0" is changed. "1SydneyHairTemplate1-8" can technically be changed as well, but DO NOT CHANGE THEIR RACES.

- All races may be changed to reflect new hairstyles, and you may rename the Dialogue topics "2FollowersSydneyHaircut0-8" plus disable the topic "2FollowersSydneyHaircutBShorter" entirely if you choose.

- Her custom armors may be changed in appearance, though I do not want the unplayable/playable flags on the outfits to change, nor the abnormally high condition HP on some of the items.

- All other records in the orignal mod should NOT be touched unless you have a VERY good reason for doing so. If you want to script new items onto Sydney, please use a custom script to do so.

I apologize if that all seems strict, but it's really for your own convenience. Following those guidelines will ensure that your mod remains compatibility with any version of "Sydney Follower" that I release in the future.
Failure to follow those instructions can result in a need to scramble to update your mod everytime I arbitrarily churn out a new update, or cause issues with how some of Sydney's features are supposed to work.

User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat Feb 19, 2011 7:02 am

- She can be told to always keep her weapon out and at the ready. This function only applies to following and the basic wait; any other behavior will keep her gun holstered until combat breaks out.


I wanted you let to know - - AI packages that force weapon-drawn have, for me, created a chance of an animation-related lockup that requires a game restart to fix. If it's never happening to this follower, with it's single-weapon setup, then maybe its not hitting on the right conditions and its fine, but in any case I figured I'd say somethin.
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri Feb 18, 2011 11:44 pm

i cant seem to get sydney to join up with me. i have the mod installed at the very end of my load order but all she does is walk from underworl back to the national archives. im getting all the new dialogue and shes agreed to join me but she wont follow me or go to either of the houses if i tell her too. ive tried waiting but nothing seems to happen. any help would be appreciated. :)


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmEnclaveCommander-OA-Pitt-Steel.esmEnhanced Weather - Rain and Snow.esmMart's Mutant Mod.esmSydney Follower.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espContinuousCyroCreation.espPointLookout_lesstraveltime-3to5days.espPoint Lookout Lower Health.esppointlookoutmadeeasy.espPointLookout-nofiring.espThePitt-NoFireFollowers.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Power Armor Revamp.espFO3 Wanderers Edition - Optional Restore Tracers.espantagonizer.espAlternateStart.espBlackWolf Backpack.espBobbleheadDelivery.espCaravan Tracking.espCRAFT -Zeta -  Activation Perk.espDarNifiedUIF3.esp3EFdrg.espEnhanced Tenpenny Suite.espHolyWaterPamphletsDisabler.espImproved Turrets.espTurret Terminal Re-Vamp.espLevelersTruckTrailer.espmechanist.espNoBackpackOnTeslaArmor.espOutcast Collection Agent Expanded - DLC Plugin.esp1PipboyPDA.espPortable Camp.espPortable Turrets.espPrincess Better Prompts v1pt1.espradio_fix.espRemoteControlCompanions.esproyphilipsevilwmask.espSP_EFECT - Combat Elevation - Stronger Sneak - 3x.espTenpennyGhoulsAtPeace.espFPS Grenade Hotkey.espMore Hotkeys.esp3EFfaceplate.espHZ_PNV_NORMAL_ENG.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espkhweaponscanner.espAuto Aim Fix v1.1.espSlower Degradation (-95%).espXFO_Speed_increase.espXFO_Weapskill_accuracy_notdmg_mild_FOOK.espPureWater-NoRad-.espBetter Companions Ess.espEssential death time 30 secondes.espCombatEnhanced-Package v02.espEcho_UseBothGloves.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.esplessviewdistance.espBash Patch.espTotal active plugins: 101Total plugins: 101

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sunny lovett
 
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Post » Fri Feb 18, 2011 8:49 pm

I wanted you let to know - - AI packages that force weapon-drawn have, for me, created a chance of an animation-related lockup that requires a game restart to fix. If it's never happening to this follower, with it's single-weapon setup, then maybe its not hitting on the right conditions and its fine, but in any case I figured I'd say somethin.


I haven't noticed any problems like that. The AI package is basically a carbon copy of the one she used in the vanilla game, so I don't think there will be any issues unless there's plenty of report crashes involving the original "Stealing Independence" quest. There is, of course, the weapon-drawn bug that results in an unarmed animation stance with her weapon floating, but that's something unfixable to my knowledge.

i cant seem to get sydney to join up with me. i have the mod installed at the very end of my load order but all she does is walk from underworl back to the national archives. im getting all the new dialogue and shes agreed to join me but she wont follow me or go to either of the houses if i tell her too. ive tried waiting but nothing seems to happen. any help would be appreciated. :)


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmEnclaveCommander-OA-Pitt-Steel.esmEnhanced Weather - Rain and Snow.esmMart's Mutant Mod.esmSydney Follower.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espContinuousCyroCreation.espPointLookout_lesstraveltime-3to5days.espPoint Lookout Lower Health.esppointlookoutmadeeasy.espPointLookout-nofiring.espThePitt-NoFireFollowers.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Power Armor Revamp.espFO3 Wanderers Edition - Optional Restore Tracers.espantagonizer.espAlternateStart.espBlackWolf Backpack.espBobbleheadDelivery.espCaravan Tracking.espCRAFT -Zeta -  Activation Perk.espDarNifiedUIF3.esp3EFdrg.espEnhanced Tenpenny Suite.espHolyWaterPamphletsDisabler.espImproved Turrets.espTurret Terminal Re-Vamp.espLevelersTruckTrailer.espmechanist.espNoBackpackOnTeslaArmor.espOutcast Collection Agent Expanded - DLC Plugin.esp1PipboyPDA.espPortable Camp.espPortable Turrets.espPrincess Better Prompts v1pt1.espradio_fix.espRemoteControlCompanions.esproyphilipsevilwmask.espSP_EFECT - Combat Elevation - Stronger Sneak - 3x.espTenpennyGhoulsAtPeace.espFPS Grenade Hotkey.espMore Hotkeys.esp3EFfaceplate.espHZ_PNV_NORMAL_ENG.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espkhweaponscanner.espAuto Aim Fix v1.1.espSlower Degradation (-95%).espXFO_Speed_increase.espXFO_Weapskill_accuracy_notdmg_mild_FOOK.espPureWater-NoRad-.espBetter Companions Ess.espEssential death time 30 secondes.espCombatEnhanced-Package v02.espEcho_UseBothGloves.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.esplessviewdistance.espBash Patch.espTotal active plugins: 101Total plugins: 101


You didn't place the included "Sydney Follower - Load Order Fix.esp" that needs to go at the bottom. That automatically eliminates any compatibility issues with her script and NPC record, of which there are a few in that list you posted.
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Richus Dude
 
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Post » Fri Feb 18, 2011 5:36 pm

ok thanks. i didnt think that i had any mods that overwrote her so i didnt use it. bad assumption on my part. which mod does that?

edit: thanks. works fine. now i have to go and find her gun and give it back to her if i havent sold it already. :)
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Baby K(:
 
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Post » Fri Feb 18, 2011 5:45 pm

ok thanks. i didnt think that i had any mods that overwrote her so i didnt use it. bad assumption on my part. which mod does that?


The one I know for fact DOES conflict is FWE, which sets her to be essential (that can easily be fixed by 'setessential 3a22 1' if you wish), and that causes her to lose all of the AI packages associated with my mod.
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Tyler F
 
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Post » Sat Feb 19, 2011 9:14 am

k thanks. i really wish we had wrye bash for fallout. :( made things so much simpler.
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Dona BlackHeart
 
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Post » Fri Feb 18, 2011 5:41 pm

Well, after a brief hiatus I'm finally making up lost ground on what would be version 1.0. This will add the ability for Sydney to cook a few different meals (and she'd improve overtime), the ability to obtain her SMG while she's a companion (something I neglected beforehand), and tons of idle animations added (including her drinking Whiskey as frequently as Jericho smokes).

I was also planning on adding the ability for her to improve her repair weapons ability by giving her copies of 'Dean's Electronics' and 'Guns and Bullets', but I'm not quite sure how best to implement it.
Option #1: Giving her the skillbook uses it up like it would for the player. Adds sizeable bonuses to compensate for the fact that you used up one of a limited number of magazines.
Option #2: Giving her the skillbook merely deposits it in her inventory. Adds minimal bonuses since the only effort would've been to find a copy of the magazine.
Option #3: Create separate books altogether and place them in the game world. These books would only be misc. items and they would only be useful to Sydney.

Currently I'm leaning towards the first option, but I'd appreciate outside opinions and alternate ideas if any.

Edit: I lied. The NEXT release will be 1.00 though. Just thought I'd get a few fixes and the SMG option out in the meantime. :)
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Enie van Bied
 
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Post » Sat Feb 19, 2011 9:06 am

Finally released version 1.00, with cooking, book reading, extra hairstyles, custom home firing support, and more variety in dialogue responses. Next up on the list is a radio or walkie-talkie item that functions as the typical "summoning item", as well as polishing up a few ends on some of the existing dialogue and features.

Downloads, comments, and ratings are appreciated.
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Manuela Ribeiro Pereira
 
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Post » Sat Feb 19, 2011 9:06 am

How did you end up doing the skill book reading? With my companions, I just have dialogue that removes the appropriate skill book from the player's inventory, and increases the follower's corresponding skill by 1.

Plus, if you want to make radio kinda things, you can check how I did it. You can use the script if you want, it's just a pretty simple "OnEquip, ShowMessage" script. I'm surprised less companion mods use radios for followers. It works really well.
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Lalla Vu
 
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Post » Sat Feb 19, 2011 5:42 am

How did you end up doing the skill book reading? With my companions, I just have dialogue that removes the appropriate skill book from the player's inventory, and increases the follower's corresponding skill by 1.


The skill books are removed on use (and only 3 of each type can be used). Since the skills to be improved would reach 100 anyway because of how tagged skills work, I decided to just apply a few special bonuses that relate to the subject matter. "Dean's Electronics" provides a straightforward boost to her once-per-day repair ability. "Guns and Bullets" also provides a tiny bonus to repair, but primarily it boasts a minor boost to her critical chance when using pistols/SMGs (and later extends itself to automatic rifles and eventually all firearms by the 3rd book used). "Nikola Tesla and You" is the only one that provides a skill bonus (+3), since energy weapons isn't tagged for her. Combined with her Citadel vacation, that lets the player boost her energy weapons to 93. "Flamethrower Recipes" isn't included, since Sydney isn't interested in big guns (and she won't read "Nikola Tesla" until after she becomes fascinated with the Citadel's technology). "Duck and Cover!" isn't included until I think of a suitable bonus (not that it's a huge interest of her's either). The "Wasteland Survival Guide" can also be given to her (and it's not destroyed, but simply transferred to her inventory), and it provides a small bonus appropriate to the book's "style" (snide, sly, etc.).

Plus, if you want to make radio kinda things, you can check how I did it. You can use the script if you want, it's just a pretty simple "OnEquip, ShowMessage" script. I'm surprised less companion mods use radios for followers. It works really well.


I've already got a good idea on how I'm scripting mine (which does, incidentally involve the OnEquip and ShowMessage functions), but thanks for the offer. :) The real trick is scripting it to work around all the different possible scenarios she can be in (it needs to be turned off for Vault 87 through Raven Rock, when she's studying at the Citadel, etc.), as well as making it seem immersive instead of a magic summoning ring (so I might include rendezvous points for her fired behaviors, etc.).

And I can definitely see the worth in one; it acts as a nice user-friendly fail-safe in the event that the follower in question gets lost.
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James Wilson
 
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Post » Sat Feb 19, 2011 2:32 am

Actually, I've fully bugtested Raven Rock and Vault 87. I have found no bugs whatsoever. With my girls, that is. I'm not sure what all the fuss us about when it comes to that place. I just use the radio to summon them in and they're fine. The same goes for the DLC added areas.
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Erin S
 
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Post » Fri Feb 18, 2011 6:54 pm

Actually, I've fully bugtested Raven Rock and Vault 87. I have found no bugs whatsoever. With my girls, that is. I'm not sure what all the fuss us about when it comes to that place. I just use the radio to summon them in and they're fine. The same goes for the DLC added areas.


Supposedly there were issues with followers and Vault 87 (or so I've read somewhere), and I simply decided to emulate some of the other companion mods in that respect. Even then, it's still a story issue on my part; while a certain follower I'm planning would have a reason to be inside Raven Rock trying to rescue the player, Sydney doesn't really have such an excuse, and would probably be left behind or killed outright by the Enclave. I suppose I could have her captured along with the player (and just use the generic mezz dialogue to show her being disoriented), but that poses problems with me having to railroad the player into opening her cell OR do nothing and risk the player forgetting her, having her die during the potential explosion that follows, and then magically coming back to life.

I don't really care as much about restrictions for the DLC though; with the exceptions of the first visit to the Pitt and O:A, I personally thought it was stupid I couldn't bring followers along anyway.
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Manuel rivera
 
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Post » Sat Feb 19, 2011 3:07 am

Myeh, I guess that makes sense. She's only human after all. I can skip out on that part, as my companions are cyborg little girls. :P

The main reason I have them follow me into Raven Rock is because of the difficulty from certain mods.

Oh, and I had a question: How do you deal with the ammo supply problem with Sydney? My companions eat through the stuff like ten cent truffles, so it gets annoying often. I was thinking something like this:

scn RicoSCRIPTshort;necessary variablkesBegin GameMode;companion stuff not needed for thisif GetItemCount Ammo5mm < 100	   additem Ammo5mm 150endifif GetItemCount Ammo308Caliber < 100	additem Ammo308Caliber 150endif End


That should work, as none of the weapons in question require CALIBR ammo, I think.
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Misty lt
 
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Post » Sat Feb 19, 2011 5:50 am

Oh, and I had a question: How do you deal with the ammo supply problem with Sydney? My companions eat through the stuff like ten cent truffles, so it gets annoying often.


Right now, I haven't. Technically.

The unplayable version of her SMG has infinite ammo as long as a couple of 10mm rounds remain in her inventory (something I can't fix without modifying it, which I won't do for compatibility issues), and I guess that suffices for now; I'd like to think that she is capable of scavving her own ammo. As for the playable version (which isn't unlockable until after the father holodisk), I was considering tacking on a part-time job feature, where for every day she remains fired, she works enough hours at certain places in her respective town (Moira's, Brass Lantern, Cafe Beau Monde, helping with repairs at the Citadel, etc.) to buy herself a clip of ammo or something, which would stockpile while you were out-and-about without her. That would come in if I ever got around to making that dynamic "fired" A.I. like I said I would a while back :P.

When you're using more than a couple of followers at once, I realize how the ammo gets to be a major issue (on the 360, I usually fixed this by exploiting the ammo trick in my O:A exploit and giving it all to my mini-army), but so far I've been designing Sydney from a single-follower gameplay standpoint (that will change if I decide to go through with my next follower idea), and managing the gear for a single follower isn't that a big issue IMO. It's when you want to create an army that things get hairy.
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Trent Theriot
 
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Post » Sat Feb 19, 2011 6:41 am

Sydney, after the quest, becomes an arms dealer, which sort of implies she knows her way around a reloading bench, and PROBABLY knows how to smelt lead, and if she knows how to smelt lead for bullets, its not a stretch to think she knows how to smelt brass/copper/whatever and cast her own shell casings when needed too.

Plus, Im sure with DC being like it is, shell casings are all over the place...especially 10mm like her machinegun uses.

Type that up as some conversation for her, and there ya go.
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Craig Martin
 
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Post » Sat Feb 19, 2011 1:00 am

Sydney, after the quest, becomes an arms dealer, which sort of implies she knows her way around a reloading bench, and PROBABLY knows how to smelt lead, and if she knows how to smelt lead for bullets, its not a stretch to think she knows how to smelt brass/copper/whatever and cast her own shell casings when needed too.

Plus, Im sure with DC being like it is, shell casings are all over the place...especially 10mm like her machinegun uses.

Type that up as some conversation for her, and there ya go.


Well, it's not as easy as simply typing up some conversation --- I want the whole mod to be voiced, so I'll have to find a way to work it around pre-existing voiceovers and splicing a few here and there. But yeah, that's certainly within reason, especially since her father made ammo for a living (I'd forgotten about that :P), and easy to pull off from a technical standpoint. I will definitely consider implementing something like this once I get the chance. :)
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Mark Churchman
 
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Post » Sat Feb 19, 2011 9:05 am

Just added the update for 1.1 --- hooray for radio transceivers, mirroring combat stances, better whiskey drinking, and a few other things.

Unless there are any major bugs to work out or requested features that people need to have, then I'm going to start on my next follower ideas.

For those interested, first up is Marcus (first draft of his appearance being visible in the background of http://www.fallout3nexus.com/downloads/images/9320-1-1256552156.jpg). He's an Average Joe wastelander that you can rescue early on from raiders (likely to be inside the Super Duper Mart), and afterwards would offer to join up with you. He would more or less be the male counterpart to Sydney, in that he's just a "normal" wastelander trying to make his way through life bit by bit. I'll probably end up playing the dynamic follower angle a bit more with him, since there wouldn't be any areas where he's a key focus of the story, though I would like to add in some quests relating to his past at some point in time. He's going to be using male advlt voice #2 (same as Donovan, Vargas, Paladin Kodiak, etc.)

Then, if I'm still interested afterwards, next would be Jason Matthews, a new childhood friend who'd be injected into the Vault sequences and then decide to leave with you in the prologue -- basically a Vault companion for those who don't like Butch. Unless there's a mod out there that already does something like this, then I'd also like to tie his backstory (or his mother's, at least) into the Vault 101 suit that Moira has in her shop from a decade or so ago, which would span a quest that leads you through a trail of notes and history across the Capital Wasteland -- hopefully culminating with new dialogue options to use on the Overseer during "Trouble on the Homefront" and possibly giving a bit more closure to the Vault's insular nature and the Overseer's personality. He would use male advlt voice #4 (same as Andy Stahl, Pronto, Ted Strayer, etc.).

Both would be entirely new characters intended to be picked up while the player is "young" (though Marcus could be picked up anytime), and both would get a treatment stylistically similar to Sydney (so lots of dialogue, features, reactions, etc.). I can't guarantee that either will have a personality as amusing as Sydney's, especially since I'm not hitching off of one of Bethesda's better written characters for these and will have to make do with limited voiceovers to make a full backstory for both, but I'll try my best. :P
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Campbell
 
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Post » Sat Feb 19, 2011 9:36 am

Heh. When I read that you were implementing Marcus into the game, I was thinking of the mutant from FO2 :P

Sounds good, but I think you should move beyond using Beth's original voices, especially with non-vanilla characters.
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Judy Lynch
 
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Post » Sat Feb 19, 2011 6:09 am

Heh. When I read that you were implementing Marcus into the game, I was thinking of the mutant from FO2 :P


Yeah, the super mutant Marcus was the farthest thing from my mind when I named the character. I should probably change his name or just shorten it to Mark. Wouldn't want to give people the wrong idea. :P

Sounds good, but I think you should move beyond using Beth's original voices, especially with non-vanilla characters.


I'd love to, believe me. However, while I'm capable of writing the dialogues, lip-syncing the sounds, and putting it all together in the G.E.C.K. I don't have access to a voice actor and the means to create quality voiceovers, and that matters a great deal to me. At least with dialogue-splicing, I have access to tons of professional voicework that I can use to make an entire mod with. If I DID have access to those luxuries, then I'd scrap both ideas altogether and make an Enclave deserter fully-integrated into the storyline as per my first idea. Maybe I still can somewhere down the road, but for now I'm stuck recycling Bethesda's vanilla voicework.

It is kind've fun in its own way, though, since I do have to get pretty creative with how I convey specific information and details.
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Enny Labinjo
 
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Post » Fri Feb 18, 2011 6:06 pm

I felt like you when Sydney first joined me on my first time thru FO3..was truly bummed when I discovered that she wasn't going to be a permanant companion. So when I saw your mod I was really excited, problem is I cannot download from TESNexus..long story but as it is It won't let me..So, Do you have any plans on uploading this to anywhere else? I know people don't like planet fallout because of the rating system, but was just curious of your plans for this mod?
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Invasion's
 
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Post » Fri Feb 18, 2011 5:43 pm

I felt like you when Sydney first joined me on my first time thru FO3..was truly bummed when I discovered that she wasn't going to be a permanant companion. So when I saw your mod I was really excited, problem is I cannot download from TESNexus..long story but as it is It won't let me..So, Do you have any plans on uploading this to anywhere else? I know people don't like planet fallout because of the rating system, but was just curious of your plans for this mod?


I have no intentions of uploading to other sites, since Nexus gets by far the most traffic as far as FO3 modding goes and I'd like to not have to manage comments and uploads over different sites. If you're having trouble getting them on Nexus, then you can download the main file from http://www.megaupload.com/?d=6KMVKLIR and the update to 1.1 http://www.megaupload.com/?d=FBRV8KKF if you don't mind using Megaupload.


In other news, I've decided to ignore my previous plan and work on the Vault Companion, http://i841.photobucket.com/albums/zz331/drg6520/jason_1st_draft.png, first, since I've got way too many ideas for him swimming around in my head to put him off for too long. :P If I can implement even half of them, it should be pretty neat for anyone that invests any roleplaying effort into the prologue (though I'll provide a backdoor "cheat" for anyone who doesn't want to start over for him).
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Tyrel
 
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Post » Sat Feb 19, 2011 12:20 am

Like you I liked Sydney when I came across her and enjoyed her company. Thou in my game she had her head blown off by a Super Mutant. Would I still be able to use this? And if so..could I trust her? (considering I saw her die!)
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Kari Depp
 
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Post » Sat Feb 19, 2011 12:56 am

Like you I liked Sydney when I came across her and enjoyed her company. Thou in my game she had her head blown off by a Super Mutant. Would I still be able to use this? And if so..could I trust her? (considering I saw her die!)


If you know where her body is, go find it, open up the console, click her body, type 'resurrect'. Assuming that you've already finished "Stealing Independence", she'll automatically strike up the recruitment conversation as if you'd just finished the quest together. To the best of my knowledge, the only effect produced by bringing her back to life is a reset of her inventory, which isn't a bad thing.
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Philip Rua
 
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Post » Sat Feb 19, 2011 7:30 am

I don't think that'll work if she has body parts missing. I once resurrected Paladin Hoss after he lost against some Outcasts. He had a leg missing and as he was walking along his detached leg floated along beside him :yuck:
I suppose you can try, it'd be interesting seeing as she had no head.

Edit:
In other news, I've decided to ignore my previous plan and work on the Vault Companion, http://i841.photobucket.com/albums/zz331/drg6520/jason_1st_draft.png, first, since I've got way too many ideas for him swimming around in my head to put him off for too long. tongue.gif If I can implement even half of them, it should be pretty neat for anyone that invests any roleplaying effort into the prologue (though I'll provide a backdoor "cheat" for anyone who doesn't want to start over for him).

Oh yes, I'll have him, thanks! He looks nice and would be a welcome addition to my 'team' :hehe:
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Rinceoir
 
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