If I remember, they'll be uploaded within the next week. Currently, Sanctuary and RedRocket are more or less ready to be uploaded. The rest of what I have are all merge patches made in FO4Edit and focus mainly on patching compatibility of settlement mods to work with the Previs Repair Pack, Settlement Hub, and Build High. Might add level appropriate perks at a later date. ![]() They are all still incredibly weak, especially if you use mods to increase the difficulty of the game over-all and the Sanctuary area specifically. They should all be capable of being moved to other settlements, assigned as caravaneers, and generally fully commandable. The four unique settlers at Sanctuary Hills now have level appropriate SPECIAL points, and given full settler functionality. ![]() I recommend you find another mod that touches on companion combat AI to improve their chances of survival without making them godlike. NOTE: The companions in my currently heavily modded saves still get knocked down fairly quickly and fairly often and I am hesitant to make the companions too much stronger. This mod is in no way balanced for a non-modded game, though I did try to keep the balance for a modded game reasonable enough that the companions shouldn't dominate unmodified enemies too heavily. There is almost always a threat nearby or just around the corner, so the companions needed some serious boosts to last more than half a second. I play in a heavily modded environment that increases the amounts and danger of nearly every encounter in the game. I did not want to fully copy, nor make that mod a master. This part is inspired by the mod 'More Smarter Companions', without all the extra custom perks items, and fighting styles. I have gone into every base game companion and added SPECIAL entries as well as removed level caps. It is an esl tagged esp that makes a variety of tweaks to every available companion in the base game and the dlc, though the dlc companions are currently woefully lacking in compared to the tweaks I have done for the base game companions.įile was made with the Creation Kit, and modified using FO4Edit.Ī short summary of the CompanionsAsSettlers.esp tweaksįor some reason you can send companions to settlements but not actually command them like settlers, this is no longer the case. I have a handful of settlement 'fixes' which are merge patches made in FO4Edit that I might drop here if anyone is interested.Ĭurrently, I offer only one file - CompanionsAsSettlers. Please credit the author, howeverĪfter years of using mods to explore the world of Fallout, I've finally broken into the tools necessary to make my own small mods that usually consist of merging changes from other mods, to making small QoL edits. Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to. ![]() Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets.Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms.Asset use permission You are allowed to use the assets in this file without permission or crediting me.Conversion permission You are not allowed to convert this file to work on other games under any circumstances.Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator.Upload permission You are not allowed to upload this file to other sites under any circumstances.Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources.Deacon back to running missions for the Railroad.Įverybody can finally resume their lives instead of being suspended in time, waiting around for you to pick them. Preston- well, Preston's the only one that seems happy to stay right where he is.īorn out of necessity, this mod lets Piper finally go home to her sister. ![]() X6-88 needs to get a life and stop harassing my settlers. Deacon's reconnaissance missions aren't going to run themselves. It's almost game-breaking, seeing Piper talking about her sister Nat and how she's worried about her staying alone, but not being able to stop her from hanging around at Sanctuary Hills all day trying to harvest carrots.Īnd Nick? A whole truckload of cases to solve back at the agency, and one assistant who probably misses him to death, and all he can do is spend the whole day packed in with all the others.ĭanse has a squad to lead back at the Prydwen. I'm not sure why there was this huge oversight by Bethesda, but once you assigned your companion to a settlement, you could never let him or her return to their original homes.
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