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Glenstorm

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About this mod

Adds new features to the 7 Vanilla companions so that they don\'t fall behind in the face of external companion mods.

Permissions and credits
Changelogs
Name: Companion PowerUp
Version: v1.0
Date: 25/07/2011
Category: Companions
Author(s): Glenstorm
Website: http://www.fallout3nexus.com/downloads/file.php?id=16487

Description
===========
There are so many great companion mods out there with a lot of features that it makes vanilla
companions look like yesterday's news. Since I like the vanilla companions, I've created this mod to
add a slew of new features to the Vanilla companions system, including Semi-unlimited ammo and
New Vegas-style perks.


Details
=======
The following features come packaged with this mod:

(1)Semi-infinite Ammo:
Each of the 6 companions who can wield weapons, come with a default weapon with unlimited
ammo. However if you provide them with a weapon which is of a similar type, you would be obliged
to provide them ammo if you want them to use it. Now if you provide them with a weapon of similar
type they would use it, even if they come from mods given that they use same ammo.
Butch :10mm
Charon:Shotgun Shell
Clover :Shotgun Shell
Fawkes :Big Guns Ammo (5mm/ECP)
Jericho :5.56mm
Star Paladin Cross :MFC Cell

>Leave a small amount of ammo (even 1) in their inventory if you want them to equip the new
weapon outside combat. This would not used and will always remain in their inventory.
>Star Paladin Cross now uses a Tri-beam Laser Rifle because the default pistol was just pathetic on
the bodyguard of Elder Lyons.
>You cannot trade equipment with your companions while they are in combat. This is more realistic
and also is a vital part of this feature.
>Since this depends on specific ammo, if you use CALIBRx or something like that, this feature
would be next to useless.

(2) Set Home:
Now all vanilla companions feature a set home functionality in which you can designate a location
(any location) as a home and later ask your companion to go await you there. Until you go back to
collect them, they will remain in this location wandering around doing stuff bored people would do.
Each companion can be set to remember separate locations, including locations added by mods.

>Adds two options to the regular dialog of the companions (fully voiced by their own in-game
responses), one to set home and the other to ask them to go home.
>You have to set a location as home before you can ask them to go home

(3) Companion-specific Perks
Every vanilla companion now sports Vegas-style perks, which grants you unique abilities or upgrades
to your skills and attributes.

> Wasteland Survivor (Jericho): Increases your resistance against environmental dangers and
reduces your chances of getting addicted to various drugs.
> The Butch-man (Butch): Unlock any locked door/container without going through the mini-game
provided you have the skill to unlock it. You still have the option to unlock it yourself though.
> Dreaded Behemoth (Fawkes): Grants skill bonuses and reduces enemy critical chance
significantly.
> Lucky Charm (Clover): Grants you +1 LCK and discounts at all merchants.
> Cold and Calculating (Charon): Boosts your critical hit damage.
> Advanced Robotics (RL-3): Grants you damage bonuses against robots.
> Walking Machine (Cross): Unlock any locked terminal without going through the mini-game
provided you have the skill to unlock it. You still have the option to unlock it yourself though.

(4) Instant Wait/Follow Package Switch
This is something I wanted for a long time before I started modding. Normally if you want your
companions to wait/follow you, you need to go the dialog and ask them explicitly. This makes it such
that if you talk to them when sneaking, they will instantly follow you/wait for you depending on what
they were doing at the time. Brings in a limited functionality of the Companion Wheel in FNV.

(5) Unlimited Companions
I've taken away the companion limit imposed by the game developers partly for the sake of it, and
partly because the Set Home functionality depends on it. Personally I don't like it very much but for
the lack of time I'm including it. If I ever decide to work on this mod again, I will release a version with
the limit re-imposed. But for now, just limit them yourself :)... or not!

EDIT: Forgot to say about this feature!
(6) Companion Radio
Provides you with a Companion Radio which allows you to call any companion currently hired regardlesss of their current location. You'll have to wait for them to come to you once called though. This might take a while depending on how far away your companion is.

Install
=======
If you have FOMM:
Open Package Manager --> Add FOMOD --> Choose this ZIP file --> Activate

For the select few who don't:
Extract this archive to the Data folder
Open Fallout 3 Launcher --> Data Files --> Check CompanionPowerup.esp


Uninstall
=========
If you have FOMM:
Package Manager -->Select this mod --> Deactivate/Uninstall

If you don't:
Delete CompanionPowerup.esp
Delete textures/CompanionPowerup folder
Delete sound/Voice/CompanionPowerup.esp folder


Known Issues or Bugs
====================
Incompatible with almost anything which modifies the script part of the Vanilla companion system.


Credits
=======
This has been a weekend project of mine. However, certain features of this mod were already done by others before me. I found out about this later on so I feel its only fair to credit them here:

Followers Hire by jalor (for FO3)
http://www.fallout3nexus.com/downloads/file.php?id=632
Last login in 2008

Instahacker by hexagonlux (for FNV)
http://www.newvegasnexus.com/downloads/file.php?id=34807
Last login 2 months ago

Skeleton Key by CRAIZEprince (for FO3)
http://www.fallout3nexus.com/downloads/file.php?id=3545

Tools Used
==========
GECK, FNVEdit

Upgrade Potential
=================
If you would like me to add any new feature to this mod, I would add it within the week if its possible. Unless I'm either dead or stop modding. I don't see either happening anytime soon.

Licensing/Legal
===============
You are not allowed to publish this mod or modified version of this mod or include this in any other mod without explicit permission from me. I don't see why I would refuse provided you credit me. I would just like to know who does what with this mod.