[Ideas] What cool//useful/silly features do you think the co

Post » Fri May 07, 2010 5:42 pm

I'm working on a mod to add some new features to companions. These are mostly small things unrelated to combat. Like Companion Sandbox Mode, it'll have an option to have your followers relax somewhere and interact with the environment, but now it's done through (voiced) dialogue so that the original 'wait right here' order can still be used for tactical reasons without causing problems.

I've also considered having ED-E broadcast New Vegas radio when he's in sandbox mode, I had a look and I think it's possible.

Also maybe an option to shut him down, so he drops to the ground. Why? Because I can! :P But he has issues with falling through the ground when he dies sometimes so maybe not.

Did you have any ideas for companion features? Preferably not combat related, you'll have Phalanx for that. Speaking of Phalanx, I'm not sure if it'll be compatible because the new separate sandbox package added to companions may conflict with edits the companions. We'll see.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sat May 08, 2010 5:24 am

My advice would be to do everything in your power to make your mod and Phalanx work together. No point in only doing what Phalanx doesn't if you can't use them together.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri May 07, 2010 7:09 pm

People seem to like being able to take away followers default gear, if that helps ... (and I won't go there in Phalanx).

My advice would be to do everything in your power to make your mod and Phalanx work together. No point in only doing what Phalanx doesn't if you can't use them together.


meh..... I am afraid that does not work out, unless we were both working on the same mod. We're both going to change the object definitions on these followers by adding AI packages and such. You load 2 mods together which do that, and, one is gonna take over the whole show (the one which was loaded last).
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sat May 08, 2010 4:10 am

People seem to like being able to take away followers default gear



Yes they do =D (me)

for example...i hate veronicas original gear, same with arcade (lab coats are ugly and veronica looks like shes wearing a potato sack >_<) plus id like to replace her glove.

EDIT: I love the radio idea btw, if its possible to make it play while hes following that would be better though :).
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Fri May 07, 2010 10:33 pm

Personally, I'd love it if they didn't use their magic spidey senses to run off and get themselves killed in dungeons, regardless of my telling them to stick close/be passive.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sat May 08, 2010 2:48 am

Personally, I'd love it if they didn't use their magic spidey senses to run off and get themselves killed in dungeons, regardless of my telling them to stick close/be passive.


That's combat - - -
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Fri May 07, 2010 11:44 pm

Thinks I'd like to see

Ed-e able to hack turrets either making them friendly or hostile to everything.

Arcade -- able to hack computers for you

Raul -- able to lockpick

lily -- chance at *smash!* locks

boon -- access to a bullet crafting station via menu

robo dog -- Find me ammo - chems!
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Fri May 07, 2010 9:09 pm

I think it would be sweet if ED-E were shorter, though I'm not sure how it could be done. He can't fly through the doorways in my house. Every once in a while, he gets stuck on pipes hanging from the ceilings of places. It's irritating.
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Fri May 07, 2010 6:31 pm

I'd definitely like the ability to shut down ED-E every once in a while.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Fri May 07, 2010 11:42 pm

That's combat - - -

no, that's suicidal, and annoying cause you have to run after them to keep them from dieing.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Fri May 07, 2010 7:27 pm

I'm working on a mod to add some new features to companions. These are mostly small things unrelated to combat. Like Companion Sandbox Mode, it'll have an option to have your followers relax somewhere and interact with the environment, but now it's done through (voiced) dialogue so that the original 'wait right here' order can still be used for tactical reasons without causing problems.

I've also considered having ED-E broadcast New Vegas radio when he's in sandbox mode, I had a look and I think it's possible.

Also maybe an option to shut him down, so he drops to the ground. Why? Because I can! :P But he has issues with falling through the ground when he dies sometimes so maybe not.

Did you have any ideas for companion features? Preferably not combat related, you'll have Phalanx for that. Speaking of Phalanx, I'm not sure if it'll be compatible because the new separate sandbox package added to companions may conflict with edits the companions. We'll see.

Well, one thing that always drove me nuts about followers was that they tend to ignore one another like they are not aware that there is another NPC/follower standing next to them. IIRC LLamaRCA did something like this with Fallout 3, I believe conversation is limited to Charon and Jericho there. Perhaps something similar might work here.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Sat May 08, 2010 6:17 am

When I had Rex with me in-game it occurred to me that it would be cool if his cybernetic parts allowed him to 'speak' with a synthesised robot voice. Think 'http://www.youtube.com/watch?v=HxoWHeoYU3g' from the movie 'Up'.

Of course he's still a dog, so he'd think like a dog: calling the player character "Alpha" or "Pack Leader", his entering combat remarks being something like "GET IT GET IT GET IT!", and he'd have an overwhelming interest in juicy bones.


I was actually half-expecting this to happen in the vanilla game once you... get to a certain point in Rex's companion quest, and was disappointed when it didn't.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Fri May 07, 2010 10:21 pm

Although a somewhat bigger idea, I'd like ED-E's "face" to be changed into a regular screen, and then be able to boot different OS's onto her/him/it. Like having Victor, Sercuriton Mk1, Mk2 etc. And have them have different boosts to ED-E.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Fri May 07, 2010 8:05 pm

ED-E should be able to be repaired with scrap metal with sufficient repair.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Fri May 07, 2010 11:00 pm

give them skills like crafting?

in FO2 you could have Myron make jet for you (am i remembering correctly?). so, for example, have cass make alcohol for you. ive only had ED-E so far so i dont actually know if this feature or something like it is in the game.

btw pov, is that you on the Dead State forums? Only joined myself under SonOfCapiz :D
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Fri May 07, 2010 10:14 pm

Well, Cass gives you a recipe for moonshine...
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Fri May 07, 2010 5:17 pm

Make them be able to take a dump. And make sure you put a wiping their butt minigame since they can't wipe themselves.
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Fri May 07, 2010 3:56 pm

Preferably it'd be as steamlined as possible.. I'm not really into overhauls and I'm not looking for a mod that will preclude ever being able to load any kind of companion mod of any kind alongside it.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Fri May 07, 2010 5:42 pm

That's combat - - -

No, that's my followers running pretty far away from me and making a big mess of things.
Me, I haven't even noticed there's anything hostile just yet, and I'm sneaking along about to pick a lock on a safe in the corner.
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Sat May 08, 2010 6:20 am

http://www.gamesas.com/index.php?/topic/1135191-reqz-companions-enhanced/page__p__16612614__fromsearch__1&#entry16612614
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Fri May 07, 2010 8:02 pm

i have some pretty good ideas for features for the female companions but i don't think they're suitable for all those sensitive minds around here.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Sat May 08, 2010 3:57 am

no, that's suicidal, and annoying cause you have to run after them to keep them from dieing.


What I'm saying is, it's a combat related behavioral function, but this mod here's been stated to be geared toward non-combat sorts of things (contrasted with Phalanx which does combat stuff).
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Fri May 07, 2010 8:12 pm

This thread exploded suddenly after having 0 posts for 8 hours. :D


I had another look at the Phalanx thread and it looks like it is already going to implement sandboxing behaviour, so I won't have to add a sandbox package myself if I assume people who want more companion features will also be using Phalanx. So at least that parts avoid actually editing the companions.

Also some companion AI stuff like 'search the area for supplies' might be possible to achieve with a package temporarily added through script.

Shutting down ED-E or making him play the radio should also be possible without altering the ED-E companion itself, keeping it compatible with Phalanx.

btw pov, is that you on the Dead State forums? Only joined myself under SonOfCapiz :D

Yes, I'm mostly lurking though. :P
Make them be able to take a dump. And make sure you put a wiping their butt minigame since they can't wipe themselves.

Not this again. :cryvaultboy:

Although, if you use that mod that turns toilets into sittable objects, and make your companions go in sandbox mode near them... :blush2:
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Fri May 07, 2010 9:16 pm

I don't think you should draw the line at making combat related changes to individual followers.
Not everyone likes roaming the wastes with a small army following you. Detracts from the game, I think.
I messed around with the Phalanx mod (at least, I think -- did it come with FWE?)
Was the first thing I disabled. Didn't care for any of the features.

Could make a small addition to Veronica's script to detect whether the player is wearing formal wear or not, and force equip hers?
*shrug*
Though something similar could be useful for all of the humanoid companions. Would make them seem less out of place when wandering the Strip.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Sat May 08, 2010 6:38 am

I messed around with the Phalanx mod (at least, I think -- did it come with FWE?)


That which came with FO3's FWE was not mine. They had something of their own going.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Next

Return to Fallout: New Vegas