[RELz] Wasteland Whisperer v2

Post » Thu Oct 28, 2010 5:51 pm

http://www.fallout3nexus.com/downloads/file.php?id=1610
http://fose.silverlock.org

Wasteland Whisperer adds four new perks, allowing you to interact with animals in completely new and different ways! By ordering them around, mostly.
Version 2 of the mod also makes pet dogs, Yao Guai and Pack Brahmin available for purchase in shops if you don't have the perk, and gives you the ability to calm hostile animals by throwing them food if you do; no longer need you live in fear of Albino Radscorpions as long as you have enough molerat meat to bribe them with.
The other differences between v1 and v2 are the squad commands- like RobCo v2 you can issue group orders to change the formation, order them all to wait or attack, and otherwise command your entire fleet of creatures at once. You can also change most of their AI settings and generally adjust them to your liking.

The perks are:
  • Wasteland Whisperer: You have an unnatural rapport with nature. With a few sugar bombs for a lure, you can persuade friendly critters to follow. Each rank allows you to tame leaner and meaner animals, starting with Molerats and Pack Brahmin, and scaling all the way up to vast packs of Dogs or roaming Giant Radscorpions. They'll follow you without hesistation and fight for you without wages.
    http://www.youtube.com/watch?v=7z5TJToeVmg
  • Deathclaw Dominator: A level 20 perk, you can fit mind-control helmets made of conductors and sensor packages to any Deathclaw you sneak up upon. The helmet goes through small energy cells at a prodigious rate when in combat though, and woe betide you should they run out.
    http://www.youtube.com/watch?v=hZxtLklDVUE
  • Octologist: Your unhealthy fascination with our eight-legged friends has allowed you to learn to move amongst them (Scorpions and Mirelurks) unmolested, mostly to allow you to tame them.
  • Animal Friend Changes: Animal Friend is changed to be a Level 2 perk to allow you to play a beastmaster character right from the start of the game.
  • Veteran Veterinarian: Use your medical skills to administer stimpacks to pets to rouse them from death, or dose them with drugs to provide permanent benefits- as long as you don't get too greedy...


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Co-op Compatibility with
  • http://www.fallout3nexus.com/downloads/file.php?id=12106
  • http://www.fallout3nexus.com/downloads/file.php?id=712

Followers from all three mods will follow the same group commands, heal each other if appropriate, and work together.

---
So I've finally gotten round to releasing it. I'm pretty interested in making sure the buyable pet availability is okay, so if any downloaders could give feedback on whether there's too few or too many, tell me. They're in General Stores and Scavengers inventories.
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djimi
 
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Post » Thu Oct 28, 2010 10:52 am

Yes! Thank you TTT!
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koumba
 
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Post » Thu Oct 28, 2010 1:20 pm

i use and love all your companion mods. however, since i use Arwen's Tweaks with Real Injuries and my girlfriend uses FWE, we both noticed that having followers who can heal is a bit of an exploit since, in both those "overhauls" health management is much more of an issue than in vanilla, with stimpacks harder to come by and crippled limbs far more serious. Medic followers right now can heal the player to full health and limb condition.

Perhaps an option to make the NPC medic able to restore health only to a max percentage equal to his MED skill and make his MED skill the chance to restore limb condition?
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NO suckers In Here
 
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Post » Thu Oct 28, 2010 6:31 pm

So using this and Dogmeat Leather Armor, I get the Tame/Talk box when talking to Dogmeat (armored version). I can't tame him, and talk doesn't brign up his dialog.

How can I set him to not be affected by the script?
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saharen beauty
 
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Post » Thu Oct 28, 2010 11:16 am

Thanks for the release! :celebration:
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Harry-James Payne
 
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Post » Thu Oct 28, 2010 6:12 pm

i use and love all your companion mods. however, since i use Arwen's Tweaks with Real Injuries and my girlfriend uses FWE, we both noticed that having followers who can heal is a bit of an exploit since, in both those "overhauls" health management is much more of an issue than in vanilla, with stimpacks harder to come by and crippled limbs far more serious. Medic followers right now can heal the player to full health and limb condition.

Perhaps an option to make the NPC medic able to restore health only to a max percentage equal to his MED skill and make his MED skill the chance to restore limb condition?
That's not really a solution, as it nerfs medics at low levels, as being healed to 75% of your health is just as beneficial at level 1 and at level 30. Ideally medics should be equally effective at all levels. Adding a toggle for limb healing would certainly work, and I could change the medic's heal to be 'heal over time' and/or add a cooldown to it, but that's more or less all there is without either simply postponing the problem to higher levels or adding resource management to your companions, which is something I'm trying to avoid.

So using this and Dogmeat Leather Armor, I get the Tame/Talk box when talking to Dogmeat (armored version). I can't tame him, and talk doesn't brign up his dialog.
How can I set him to not be affected by the script?
He needs adding to the aaaPetNo formlist (xx00DD98).
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Kit Marsden
 
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Post » Fri Oct 29, 2010 12:15 am

That's not really a solution, as it nerfs medics at low levels, as being healed to 75% of your health is just as beneficial at level 1 and at level 30. Ideally medics should be equally effective at all levels. Adding a toggle for limb healing would certainly work, and I could change the medic's heal to be 'heal over time' and/or add a cooldown to it, but that's more or less all there is without either simply postponing the problem to higher levels or adding resource management to your companions, which is something I'm trying to avoid.


heal over time is definitely an improvement. and/or a cooldown would really be good too. i guess any system where the heals dont become an exploit and perhaps taking into account the medic's skill is fine with me.
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Josephine Gowing
 
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Post » Thu Oct 28, 2010 10:35 pm

Hmm, no activity here in a while. Anyway, i just finished the canterbury superheroes quest and since i know you made a mechanist suit mod for robco certified, i wonder if you can a similar one using the antagonizer's suit? so that wearing the whole costume makes ants allies perhaps? and with the octologist perk, maybe even mirelurks and scorpions.
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Charleigh Anderson
 
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Post » Thu Oct 28, 2010 2:44 pm

I've just uploaded a patch that uses the new version of Companion Core, should smooth a few things out. Also a new version of CSR that has heal timers, although I forgot to mention how you toggled them on (set Corehardcoe to 1 in the console for 30-second heal timers and medics not healing crippled limbs, 2 for 60-second heal timers and no limb healing at all).

Making an Antagonist ant-friendly suit sounds like a good idea, consider it WIP.
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suniti
 
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Post » Thu Oct 28, 2010 10:37 am

I've just uploaded a patch that uses the new version of Companion Core, should smooth a few things out. Also a new version of CSR that has heal timers, although I forgot to mention how you toggled them on (set Corehardcoe to 1 in the console for 30-second heal timers and medics not healing crippled limbs, 2 for 60-second heal timers and no limb healing at all).

Making an Antagonist ant-friendly suit sounds like a good idea, consider it WIP.

Thanks! dl'ng nw
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Laura Elizabeth
 
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Post » Thu Oct 28, 2010 11:46 am

I wish I had more time to play (damn mod developmet svcks up all my time).

I've been meaning to try out the new CSR, WW2, and RCC2 for a while now. I keep circling back to the mod descriptions and dreaming about my mad scientist character I want to make, controlling robotic minions, eating brains (thanks!), and mind-controlling deathclaws while riding on the back of a giant radscorpion!

Anyway, with your mods 90% of that can happen, and that's pretty sweet!

Thanks for adding options to tone down the healing features, that was an important change for continuity with FWE and other overhauls.
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Russell Davies
 
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