Fallout 3
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Rasana

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Rasana

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About this mod

Changes all NPC Companions and the 4 Major Trader caravans.

Permissions and credits
Better Companions & Caravans by Rasana
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Description:
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Change in 1.8: Sergeant RL-3 had a chance of not being essential in the essential version, but in only 1 instance: If you attacked him to the point of him retaliating against you, there was a script that ran in the background to lower his armor values, but it also flagged him to be non-essential. Got rid of this part of the script. All other combat scenarios he was still essential. Fixed.

I've also tweaked how sneak is applied. Played around with this for creatures, like Dogmeat, but even though I can add sneak to him he doesn't use it after testing it in game. Sorry dog lovers.

You will also find a new esp in this package. It contains an essential companion version where the only thing different is Clover's appearance. I've had a few requests for this, so like I said...ITS TOTALLY OPTIONAL. The non-Clover essential version still has Clover's appearance at the defaults, and is the same esp that essential user's have been dealing with.

Change in 1.7: Was pointed out that Dogmeat wasn't essential in the essential version of ver 1.6. So for almost a month, you essential esp Dogmeat owners must have had him locked up in a cage or something! Bad humans! :p Thanks to rbanzai, for the heads up, and I found the script that I forgot to edit from 1.6.

Change in 1.6: I have further modified the AI of companions. If you are just running around with them and not being sneaky, you will, in most instances, notice no difference, or they may be a bit less aggressive from the 1.4 change - its going to depend on who the hostile creature/npc spots first. Meaning, if the hostile creature spots you first, your companion will be a bit less aggressive, waiting for the creature to be somewhat close to you before attacking. If the creature spots your companions first, and aggro's on them, the companion will act normally and go on the offense.

However, the big change is in the "sneakiness" of all companions. They are now all much more "sneaky" when you are sneaking. All of their other stats and combat values are unchanged. So if you are a very sneaky sort, but your companion kinda sucked at sneaking around compared to you (meaning the hostiles always spotted your companion before spotting you), you should notice a big difference here. Most times, the hostiles will have to notice you first when sneaking in order for your companion to attack.

Dogmeat is still unaggressive from 1.4, but he's a dog. He can't be "sneaky". I haven't really found a good way to implement this in him yet. RL-3 and Fawkes I purposefully left "unsneaky" as they are not the sneaky sorts anyway, and it doesn't make much sense to me to alter them as they both have their own advantages over the other companions.

Addition: If you want to bond with Clover, she has an extra slave collar you can wear yourself and be her slave pal. :p

Change in 1.5: You can now remove most companions equipment and armor, and equip them with whatever you wish. Companions that are changed are Butch, Clover, Charon, Jericho, and Star Paladin Cross. Fawkes likes his new gun and he doesn't wear armor anyway, so he is left unchanged. Sergeant RL-3 and Dogmeat aren't changed for obvious reasons. I have found a bug in the removal of their default ranged weapons in terms of re-arming the companions with them, and expecting the same unlimited ammo with the exact weapon ID you removed from them (they are unique weapons). Melee weapons and armor are all right though, so you can remove them from the companion.

An added bonus: You can now remove Clover's Slave Collar if you wish. Its even a wearable item if you want to wear it yourself.

Changes in 1.4: Most of the companions are less "gung-ho" now. Meaning, instead of charging off into battle the second they spot an enemy, they will wait until the enemy spots you and attacks you, or spots them and attacks them. So now you can actually sneak around with your companions without them basically causing enough of a ruckus to make the entire area think that the Chinese are invading the mainland.

2 companions are unchanged: Fawkes and Sergeant RL-3. Fawkes isn't a "sneaky" type and is rather aggressive anyway and need I say why on Seargent RL-3? He's a friggin robot - there is no "sneakiness" with him, and he's the living definition of "gung-ho"! I thought it would be silly to change either of them.

Companions do not care about your karma any longer nor do they care who you have as a current companion. This means that you can have as many companions as you wish at any time following you. Its up to you now on how you limit yourself with your choices of recruiting or hiring companions. Since the game is relatively "easy" with even one companion following you, I'd suggest you limit yourself to 1 companion anyway, and at the very most 2, otherwise the game is just much too easy. The point is, its all up to you and your tastes.

There are 3 seperate .esp's.

a) Better Caravans.esp

Use this if you wish the following: The 4 major caravan traders, their brahim, and their guards are now set to essential. All other traders, scavengers, and random encounters have not been changed or altered.

b) Better Companions NonEss.esp: The Companions have slightly increased health, but they CAN be killed. They are not essential.

c) Better Companions Ess.esp: The companions are Essential and their health is normal. They cannot be killed.

d) Better Companions Clover Ess.esp: No different than the regular Essential version except Clover's appearance has been modified.

If you are going to use one of the Better Companion.esp's, do not use more than one. Pick only one.


Installation:
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1. Unzip to your Desktop or another place where you can remember where you unzipped the files. :)
2. Pick the .esp's you wish to use (descriptions are above). Remember, if you are going to use a Better Companion esp, pick only 1! Copy the .esp's you wish to use to your Fallout 3/Data folder.
3. Enable the .esp's in your Fallout 3 mod manager.
4. That's it.

Uninstall:
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1. Remove the .esp's from your Fallout 3 Data folder


Compatibility:
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No known conflicts that I'm aware of, except mods that change dialogue recruiting options for Companion NPCs or alter companions directly. If you are using other mods like this, than simply load my mod in after those using FOMM.



Contact
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To contact me PM if you have any issues or questions on TesNexus - Rasana


Thanks To:
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Bethseda for releasing the G.E.C.K! Yay! :) Thank you, Bethseda! You are definitely a Company that believes in the modding community and its fans!


Licensing
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Feel free to use my mod in your own mod. All I ask is you give me credit.