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Morkblah

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Morkblah

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About this mod

Commonwealth Whispers is a mod allowing companions' affinity to change in reaction to what you say and/or do while travelling without them.

Requirements
Permissions and credits
Changelogs
What is this mod? What does it do?
Commonwealth Whispers lets your companions hear about and react to your actions, while they aren't travelling with you.
This means, for example, that should you choose to mug someone, just because your goody two-shoes companion just so happens to not be with you at that moment, you should still see a change in their disposition towards you, albeit a minor one.

Why is this mod?
If you think about it, it's honestly a bit insane that you can do and act however you please, without any companion not with you on that specific occasion noticing it. No-one talks, even with trading caravans travelling all over the Commonwealth being a prime carriers of gossip about all kinds of things. Therefore, I made this little mod to rectify that, and here we are.

What can this mod do? What can't it do?
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Commonwealth Whispers (verifiably) can:
  • React to your actions in conversations on behalf of all permanent base-game companions (except Dogmeat)
  • Raise or lower the affinity of companions by roughly one-tenth of vanilla values (can be modified in the MCM)

Commonwealth Whispers (currently) can't:
  • React on behalf of Ada, Old Longfellow and Porter Gage
    • Ada because she's not included in the affinity system (and I don't plan on trying to add any for her)
    • Longfellow and Gage don't currently work for reasons I haven't been able work out or around
  • React to consuming chems and/or alcohol
  • React to murder
  • React to hacking terminals or picking locks
  • +Any number of miscellaneous actions companions remark upon and render judgement onto you for committing


Instructions & options
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Installation & uninstallation
I recommend you install using a mod manager like ModOrganizer2
Mod Configuration Manager (MCM) is a soft requirement if starting a new game with this mod
Otherwise, MCM is needed to enable and further configure the mod

Uninstall by deleting it through your mod manager

Options
In the MCM you can:
  • Enable/disable the mod
  • Choose which type of message, if any, to show in game as a response to your actions
  • Enable the mod for companions not yet met or recruited
  • Increase or decrease the affinity gained/lost on each event, individually and/or globally
  • Enable or disable each companion separately
  • Set the chance for affinity events firing, individually and/or globally


Credits
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  • The wonderful people of the GreslingGames Discord server, without whom I would never know enough about modding to throw this together
  • The Fallout Wiki, for providing all the information about affinity I needed
  • xEdit, because who can live without it?


Minor warning
Usage of this mod may include unexpected side-effects concerning companions and their eventual side-quests if affinity is allowed to run freely.
This probably won't brick your save, but may result in weird states if a companion has passed its set threshold for a certain quest.