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10 comments

  1. boxerbeast1
    boxerbeast1
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    hoping to see an update here soon
    1. Morkblah
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      An update is in the works, and is probably 85-90% done. I just haven't been in the mood for testing it in a long while now, but I haven't abandoned this mod. The update is coming, I just can't say when.
  2. boxerbeast1
    boxerbeast1
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    is this the only mod like this?
  3. BlazeStryker
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    It'll be interesting to hear how this plays with Player Comments and Head Tracking as you end up talking a lot more!
  4. Andersonmatrix01
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    where have you been all my life!? jajaj i love this mod....nothing escapes from piper :v
  5. Socratatus
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    Interesting idea. But you must know that some things may never reach the ear of your Follower. This mod would make the Follower psychic.

    You need something more complex. Like a percentage chance if she ever goes somewhere,  that someone there might say to her, "Do you know that he did this stealing/bully/murder here?" And would anyone, but the bravest or craziest, even say that since the Protagonist might return and mete out vengeance on whoever shilled?

    And that would also depend on her character, would she believe the protagonist did anything wrong? How many times would she need to hear bad rumors before she began to suspect? etc, etc, etc?

    I travel with Curie a lot and now she loves me, it would take a LOT to convince her I did anything really wrong while she wasn't there. Not that I do anything wrong- to innocence anyway and she's with me almost 24/7.

    But don't be put off. Keep working on it. It's good.
    1. NeinGaming
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      As a counterpoint, I love the possibility this introduces of having mutually exclusive companions (that is, if you want to gain affinity with some, you'll invariably piss off others). Now you could make the companion perks really strong, knowing you can only gain a subset of them in any game. And then trying to find out what combos are possible / easy might be its own fun minigame, too.

      I'm basically the opposite, for me it'd preferably have a config option to make a menu pop up listing every single companion's reaction to something, just to get to know them all at once quickly, and to turn it off once it's no longer providing info you don't already know by heart.

      Not that I dislike your idea though! Playing out dialogues and all that would be a LOT of work I think, but silently passing on information about the player could be possible. After all, does it really *matter* how they found out? If the mod works well, you know if it's something you did, even if you don't know what exactly it was. And they found out some way or the other. And maybe the player could find out after the fact, too! So you do a bunch of things while traveling, and the next time you're near a companion you haven't seen in a while, you get a message saying they have the grown more distant to or fond of you. If you went out taking chems and murdering, and Preston and Codsworth are not talking to you anymore, you know why. You don't need them to tell you and it would make the mod 10x more work for them to do, is what I'm trying to say.

      Or even simpler, at least a user configurable radius. So you could set it up that a companion in Sanctuary WILL 100% hear about what you did at Abernathy Farm, they *might* get wind of what you did at Covenant (just a probability that decides whether they learn about the event, as it happens, without trying to simulate information trickling through  web of hundreds or thousands of agents), they're unlikely to hear about what you did in Diamond City, and they will never, ever know what you're up to in Far Harbor.

      Though personally, in that case I would just shuffle them around to min-max that, which in turn would feel tedious, I would want the option to have it remain global, too. I really like the idea of having to pick and choose between companions for a playthrough :)
    2. deleted65729341
      deleted65729341
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      How simple and at the same time good was the karma system that was in the previous games in this series. =)
    3. Morkblah
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      @Socratatus Thank you for the feedback, and thank you for looking at this mod.

      I could of course try and make that, but that would be an entirely different beast from what I have thrown together here, which was mostly to get this mod out the door, with more features to come. Who knows, later on it might grow to something resembling what you speculated about. What I probably won't do, though, is custom dialogue between other actors. Or a karma system, there are other mods for that, and by much better modders I might add.

      For now though, the biggest reason I have for giving a small but constant amount of affinity on every speech reaction is that this makes it a lot easier for me to start from. How one might see the low amounts of affinity is that yes, not everything will make its way to any given companion, but enough might to eventually either give them a better or worse view of you. You can also increase or decrease the amount you get.

      But to lay out a few additions/changes planned (in the near or far future is unclear):
      • Different thresholds for when a remote affinity event will/won't trigger
      • A semi-to-fully-custom system for things like stealing, breaking-and-entering etc.
      • Compatibility for Longfellow and Gage, when I can get them to work
      • Options for each companion for affinity amount and frequency, and also a toggle for enabling each companion

      As stated, this may come sooner or later, but I plan on continuing to develop this mod.
  6. deleted65729341
    deleted65729341
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    O_o Everyone knows what you did and with whom. * I'll kill Piper for her news articles *