Fallout 4 Settler Companion Mod
"Fallout 4 companions play like a neat first endeavor from a gifted modder."
- llamaRCA, author of the #1 companion mods Willow and Heather.
Permit'south add together some polish.
November 2019 Mod of the Calendar month
What this modernistic does
ane) Reduces or eliminates repetitive companion dialogue. How many times exercise you demand to hear Cait say "Tin't wait to get out of this goddamn heat" at 2 a.m. when it's raining? At present she'll only ever say that line once, and at the right time. Aforementioned with comments about looting, crafting, chem utilise, etc.
2) Adds new situation-appropriate dialogue for companions. They'll take more to say and seem more enlightened of their surroundings.
3) New dialogue carte du jour options for Cait, Curie, Piper, Valentine, Hancock, Danse, Deacon, and Gage. They all give side quests at present, except Curie, who can serve as a vendor and combat medic once she's converted to a synth.
four) Generic vanilla settler dialogue now pulls from a bank of over 150 lines instead of just 21, multiplied by up to 10 unlike potential voice types for each line.
v) Settlers are enlightened of your quest progression, and while they still occasionally complain about "my dorsum hurts, my anxiety injure...", they display increased awareness of the dangers lurking in the Commonwealth, expressing gratitude for the protection you've provided them, with a more tolerable rest between positive, neutral, negative, and snarky comments. If your settlement happiness is loftier enough, they will occasionally requite you small gifts when expressing their gratitude.
6) Adds additional gainsay dialogue variety to Raiders and Gunners.
In total, the mod adds over 2,300 voice lines to companions, settlers, and enemies.
How it works
This was accomplished with vanilla dialogue past:
- Incorporating content that was cut from the game
- Editing and splicing existing lines to create new ones
- Re-purposing hidden or rare dialogue to use to new situations
- Flagging certain annoying/repetitive lines to only be said once (e.g. boodle junk comments)
- Adding cool-downwardly timers to other repetitive lines (due east.g. combat taunts)
No NPC records were edited - just companion dialogue quest records and the 'DialogueFarmGeneric' quest (for settlers). No vanilla scripts were touched. NPC appearance mods are fully compatible, as are mods that bear on NPC stats, NPC leveled lists, and companion affinity.
Companions
Companion dialogue diversity is but as good equally the near repeated line. Piper has over two-yard lines, just you lot hear only a small fraction of those on a typical play-through. Some of her wittiest lines trigger merely if she's with you on a detail quest, while some of her combat lines she says dozens of times.
I've traveled with Piper over 200 hours. Sorting through the raw audio files to brand this mod, I was shocked to discover hundreds of lines I'd never heard her say before.
A lot of u.s. travel with companions for as long equally they're interesting and not annoying. When they beginning repeating the same lines over and over, we lose interest and dismiss them. With this mod, that happens much later into the game.
The companion dialogue that is added hither doesn't change their characters. It's the aforementioned companions y'all're used to, just with more than content. Specifically:
- Triple the amount of general gainsay lines (detect enemy, taunt enemy, victory line) for Cait, Curie, Piper, Valentine, Hancock, Danse, Deacon, and Cuff. - Lots of new random idles, especially in dungeons, and sometimes with a sarcastic slant if information technology suits the character.
- When you loot, pick a lock, hack a terminal, utilise a workbench, take drugs, eat a corpse, walk around naked, enter power armor, etc., your companion will comment, but they will never echo that same annotate again.
Settlers
I was trying to effigy out why I lost interest in settlement edifice almost half-dozen months afterward the game launched. The settlement mods that have released since then are incredible. Why am I not motivated to engage with that part of the game anymore?
Partly because it doesn't feel similar my actions matter. Not but does the game not in whatever way react to the massive colony I've congenital on Spectacle Isle, the settlers there don't care either. They're still lament about the same old things.
I wanted the game to feel like the settlers were on the same squad as me, performance every bit more than professional mooches. If I'g Full general of the Minutemen, call me "General" in one case in a while, and talk to me about tactical stuff. Acknowledge the threats we face and the things nosotros're doing to solve problems. Or barring that, at to the lowest degree be semi-interesting and brand me laugh occasionally.
So that'due south what I tried to implement via more dialogue lines, much of it conditioned upon what'due south going on in the game and/or the settlement. The increased variety in settler dialogue simply occurs if a settlement's happiness is above 60, and some of the lines won't trigger until happiness is closer to 100.
Raiders and Gunners
Raider and Gunner combat lines have been tweaked to brand them sound a petty smarter, and to increase diversity. This was done past adding lines (over 130) from cut content, DLC, and re-purposing voice files from quests where lines are only said in one case in specific areas (due east.thousand. Museum of Freedom, Gainsay Zone, Cabot quest line).
The new lines are general in nature, not location specific, and information technology's stuff similar: "Y'all're goin' nowhere", "C'mon, I got places to be!", "Become it over with and die already!", "God dammit! You're gonna regret ever comin' hither!", etc. It sounds indistinguishable from the vanilla combat, there'southward just more of it.
Also, Raiders won't phone call you "Rookie" one time you're not a rookie anymore, and several of the lines that make Raiders audio comically obtuse have been flagged as "say once": e.g. "Hiding? From me? Not even possible..."", "What the...!? No, no, it's cypher.." Raiders volition nevertheless sound impaired, proverb lines like "Huh?", Wha?", "What the...", but it won't exist quite every bit over-the-top as information technology is in the vanilla game.
When stalking Gunners, they'll no longer say a few of the lines that make them audio incompetent: eastward.grand. "Huh?" "Wha?", then it feels more like yous're encountering trained mercenaries instead of dumb Raiders.
Quests
Certain companions give repeatable quests at present:
- Piper gives you lot the quests "
Anything for a Story" to explore places you haven't cleared yet and "Y'all Can't Stop the Press" to gather supplies for her newspaper business.
- Cait offers a quest "
Lookin' for Problem" to hunt downwardly those Raiders she talks so much virtually hating.
- Danse assigns you the quest "
Outstanding, Soldier!" to eliminate Super Mutants and Feral Ghouls.
- Hancock has a quest "
Because I Got High" to track down chem stashes.
- Nick gives the quests "
Lost and Institute" to track down stolen property for Diamond Urban center residents and "Democracy Justice" to complete bounties on behalf of the Diamond City Council.
- Gage gives the quest "
Let's Get Impale Some Sh*t" to wipe out rival gangs.
- Deacon also gives a non-repeatable quest called
"Coming Clean" once y'all've maxed his analogousness. Ask him "What's News?" and bicycle through all the dialogue to start the quest and experience a new chapter of his never-ending stream of B.Due south.
Radiant quests are lame
Typical BoS/Institute quest: Talk to Quest Giver > Travel to Dungeon > Impale bad guys > Travel to Quest Giver > Talk to Quest Giver.
Typical Preston quest: Talk to Preston > Travel to Settler > Talk to Settler > Travel to Dungeon > Kill bad guys > Travel to Settler > Talk to Settler > Travel to Preston > Talk to Preston.
That's a lot of talking and load screens for non much action. It's more fun when the quest giver travels with yous to exercise the quest: Talk to Companion > Travel to Dungeon > Kill bad guys > Talk to Companion.
These new quests are optional, zippo is forced, and you can cancel the quest past talking to the companion. The side quests are accessed via the 'More Options' dialogue menu. Completing a quest for a companion will raise their affinity ("like" or "dearest" issue), grant a small amount of XP, and yield caps or a custom reward.
This gives you lot potentially a new way to explore the Commonwealth and discover about locations naturally without needing to do the master quest.
What else?
Beyond quests, this modern didn't fit well into an existing category. Information technology's similar in spirit to Relationship Dialogue Overhaul for Skyrim, but "Overhaul" typically implies something that edits a lot of things and requires a slew of patches. This has a light footprint- shouldn't require any patches. Doesn't add a new companion, or new NPC's, or disharmonize with whatever mods that alter companion/NPC appearance or stats.
Load Lodge and Compatibility
There are various mods that add together or edit Fallout 4 dialogue. If you run one of those mods, here's where they become in load social club relative to this mod (SCDO) so that information technology all plays nice together and you receive the benefits of both mods. "Below" means "After", and "Above" ways "Before".
Beneath SCDO in load lodge
Deeper Thoughts Curie - Adds some boosted dialogue to Curie. Mostly redundant with SCDO installed, but volition add together a little extra variety to idle comments.
Icebreaker Piper - Companion Dialogue Overhaul - Adds more dialogue to Piper. Largely redundant with SCDO unless you would like more Piper responses to specific player actions (e.m. boodle junk, swim, eat corpse, choice lock, etc), and some additional greetings.
Nick Valentine Romance - Allows you to romance Nick Valentine. Load order shouldn't matter, but put it below SCDO to be safe.
No companion junk comments - Companions never annotate on looting junk at all (versus in SCDO they'll say it once). Load social club shouldn't affair, but place below SCDO just in instance.
In a higher place SCDO in load guild
Flirty Commonwealth - Edits and adds some flirty some companion idle comments. The Raider taunts it adds play really well with this mod (no overlap).
Immersive Generic Dialogues - Edits some settler idle comments and companion idle comments.
Role player Comments and Head Tracking - Edits some companion idle lines by adding player responses to them. If you place this, or its patch, below SCDO in load order, the repetition that SCDO removes from certain companion comments (east.1000. Loot junk, pick lock, consume corpse, walk around naked) and idle comments (e.m. Cait's "we'd movement faster if you lot kept your eyes on the road and off me arse"), will be reintroduced. For best results, do not apply the unauthorized SCDO patch available for download on the Player Comments mod page.
Unofficial Fallout 4 Patch - Fixes typos on companion idle lines, and these fixes have been incorporated into SCDO, without requiring UF4P to be installed (although yous should probably have it installed for a plethora of other reasons).
Icebreaker Settlements - Settler Dialogue Overhaul - Adds more dialogue to settlers via the 'DialogueFarmGeneric' quest. Largely redundant with SCDO. Load order shouldn't matter, simply as SCDO has more variety in settler dialogue, place SCDO lower in load lodge to be condom.
In General
As a starting point, put SCDO below your quest mods.
Except every bit noted above, place SCDO
beneath anything else editing the companion dialogue quests. (ComPiperTalk, ComCaitTalk, etc). If you screw upward, not a large deal, the result is that you lot may not see 100% of the features from this mod for a particular companion if another modern is overwriting the aforementioned dialogue topic.
Yous can cheque whether a modern edits a quest by loading all your mods in FO4Edit, clicking on the Quest records in this modernistic, and seeing whether any other mods edit the same Dialogue Topic within a quest (i.east. look for red and orange records when both mods are loaded in FO4Edit).
Other than that, SCDO should be
compatible with everything unless explicitly stated otherwise.
Uniform with mods that edit NPC appearances, mods that edit leveled lists, mods that affect companion analogousness or companion stats, multi-follower mods, Horizon, Sim Settlements/Conqueror, Start Me Upwards, Better Settlers, No Negative Affinity, Visible Companion Affinity, Total Dialogue Interface, Extended Dialogue Interface, Realistic Conversations, Amazing Follower Tweaks, Unlimited Companion Framework, Combat Zone Restored, Go along Both X6-88 and Porter Gage Plus Deacon, Danse Dialogue Overhaul, and the other 30,000 or and then mods for Fallout iv, unless stated otherwise on the mod page.
Requirements and Installation
The base game, Automatron, Nuka World, and Vault-Tec Workshop are required. No other mods are required.
Install like any regular mod. Yous can use the modern at whatever bespeak on an existing salvage game. Information technology also works on a new salve game.
Translations
Bank check the Translation driblet down carte at the top of the mod folio for an updated list of bachelor translations.
Troubleshooting
- If a companion's buy/sell vendor carte comes up empty the first time, get out the conversation and try again. If Cuff isn't selling chems, dismiss him and re-recruit.
- If Gage turns hostile in "Open Flavor", use the "Brand Gage a Companion Again" holotape on the counter in Fizztop Grille to restore him, or craft the holotape at a chem station under "Utility". If yous never want Cuff to become hostile in the first identify during "Open Flavour", use the mod Keep Both X6-88 and Porter Gage Plus Deacon.
- If a companion gives a quest, just no quest comes up, information technology's possible you've cleared all the eligible quest locations and may need to await for them to respawn. Endeavour request again, and if that doesn't work, fast travel somewhere else, await a day or then, then ask again.
XBox, PlayStation?
PS4: not possible due to vocalization files.
XBox: Yes, here.
Additional dialogue for other companions?
Cait, Curie, Piper, Valentine, and Danse were initially called for boosted dialogue and new content based on a Discord poll asking the question, "
Which companions practice you still play with for vi hours or more on a Fallout iv play-through? (Check all that apply)". There were over 100 responses, and those were the 5 companions people still really use long plenty for dialogue repetition to thing. And Dogmeat, but he doesn't talk. Hancock was as well given additional dialogue because I similar Hancock. Same with Gage, Deacon, and MacCready.
As information technology stands now:
- Companions with additional dialogue and new content: Cait, Curie, Piper, Valentine, Danse, Deacon, Hancock, Gage, and MacCready
- Companions adjusted to avoid/reduce repetitive dialogue: All of the above plus Ada, Preston, Codsworth, X6-88, and Potent.
- Companions for whom no adjustments were made: Dogmeat and Former Longfellow
More Quest Content?
This mod plays nice with the post-obit quest mods if you want another 60+ hours of Fallout 4 content:
Depravity - (August 2019 Modern of the Month)
Project Valkyrie - (August 2018 Mod of the Month)
Outcasts & Remnants - (Apr 2017 Mod of the Month Runner Upwards)
Fusion Metropolis Rise - (September 2016 Mod of the Month)
Diary of a Madman - (Alternate path to Depravity's evil catastrophe to the vanilla game)
The quest locations in this mod have very little overlap with the locations in the mods above. If you are looking for a workable Fallout iv mod listing based on flexibility, fun, rubber, ease of install, and popularity over personal preference, check out Thuggyfied.
Donations?
Nosotros practice not have donations, nor is the mod opted in to receive Donation Points from Nexus. However, we'll have endorsements and game-play screenshots if you lot've got skillful ones. Another way to support what we're doing: we take a Discord server where we reply questions about these mods + provide general modern support, help people with making mods, discuss modern ideas, exercise play-testing and early access to upcoming mods, etc. It helps us if you boost that server (visit the Discord server, Click on the server in the upper left, then click on 'Server Boost', and then 'Boost This Server'). We don't receive any money from that, information technology all goes to Discord, but it helps united states and all the Discord users by allowing access to more than Discord features (east.g. uploading larger files, streaming at high resolution directly into the server, amend user interface, etc). So huge thanks in advance if you practise it! If you're a Discord Nitro subscriber, they give you 2 complimentary boosts with which you tin heave any servers y'all'd like.
Credits
Project Valkyrie Discord Server for play-testing and feedback. LlamaRCA, Flashy(Joer), Nika Cola for technical assist. Sacremas for content assist.
Modern page art: @Raikou.ff for Cait, [email protected] for Curie and Piper, GirlAndGeese for Nick, ItsPreciousTime.Tumblr for Danse, Yuhimebarbara for Hancock, Odme1 for Gage, Bjorn Kissel for settler comic, SMB92 for city skyline.
Fallout 4 Settler Companion Mod,
Source: https://www.nexusmods.com/fallout4/mods/41785
Posted by: strubletherelf.blogspot.com
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