Hmm... I remember back in the day I was able to use looksmenu to customize Nora on-the-fly after her recruitment. I know I can customize her at the game start (just test this and it still works), but has anyone figured out how to "SLM-ify" those NPCs which seem to be immune?
Yes, that's what I meant when I said "just tested and it still works". But I'm a whimsical old fart and I change my mind A LOT. I like to play dress-up with my army of waifus, lol. I remember back in the old version I could do this.
Does this synth Nora have her own unique dialogue, and does that dialogue sound like Nora, or did you have to get someone similar to Nora's voice to do the lines?
Honestly, I'm just being nit picky here, I'd likely download the mod anyway lol, it's got to be better than the Nora spouse companion mod at any rate. As much as I love and swear by that mod in order to get my wife back and ride shotgun with her, after a while it just gets really ffing annoying when she repeats the sole survivor lines over and over, even without talking to her. There's only so many times you can hear "You guys pay for things with bottlecaps?" or "What's a tato?" before you want to drop her off a cliff. I eventually just end up pretending we go our separate ways and she lives at sanctuary in the sole survivor's house old, while I move in with Piper at Taffington or somewhere.
Even if this version's a synth, she'd probably be far more lively and like a real companion I'd imagine. Far less annoying.
The original mod author just spliced up the original dialogue and made this is companion mod is more straightforward and having very simple affinity quests that are setup than the Nora companion mod.
can I safely install this mid playthrough so I can end kellog before recruiting her? alternatively, would you be willing to make a patch to fix the original mod authors mistake?
thank you for porting this to next gen by the way!
Yes you can install it mid playthrough although you who have to walk under the arch in Diamond City to active the quest. It is possible to fix the dialogue issue with some alternative dialogue.
I was hoping there would be a search mission and that in the mid-game you could find Synth Nora... unless the mission mentioned in the description is the one where you find Synth Nora in Diamond City at the end... idk
It will still install fine but highly recommend switching to MO2 since it offers more features and has protection methods make sure that our load order is working well and not risk breaking anything.
Okay, so updating is (hopefully) as simple as installing the optional version and uninstalling the main (if I bother; I tend to avoid power armor due to a preference for a lot of clothing pieces and legendaries!)
You can if you want to avoid uninstalling, you can manually download the optional version and then navigate to where you have installed the main version of the mod which has both the esp and ba2 file and replace both of those files with the optional one since they both have the same name. It's only the zip file name that is difference so that it is easy to see which version is which.
Mostly made this one for players who don't want worry about the power armor pieces breaking when Nora is using power armor.
Heard that AFT is buggy although you can try and clean both mods, AFT and the original companion mod using FO4Edit in order to at least clean any dirty edits. However this version of the mod is made to work for Next Gen and AFT in its current state works with Pre-Next Gen update
If AFT works the same way in FO4 as Skyrim, then it is not great to use to with ANY Companion with modified AI packages, or their own unique AI framework, as it automatically asserts functions over the NPC. This is fine for 100% Vanilla NPCs, because that was the framework within which AFT was designed, but with NPCs with any even slightly modified scripting, even if Vanilla based, or those on their own custom AI framework, this causes AFT to assert changes that those NPCs are NOT designed to handle, unless SPECIFICALLY made with AFT in mind, which is not really a thing with most custom companions, because that then constrains the author.... literally forcing them to maintain wholly vanilla AI and limiting the scope of the companion to basically another generic follower.
Once those changes are attempted, by AFT, to said companions, it literally breaks their brains. They have their indigenous AI packages corrupted, and will not work.
Sometimes this takes a little bit to show up, but it is inevitable. If you have locked dialogue, or repeating dialogue, or are unable to dismiss a companion, or recruit them, or have companions literally walking away as if dismissed whilst following you, and constantly being snapped back to you by the game engine, or anything similar to these, if that is what you mean by bugged, then it IS likely AFT.
NEVER use AFT with ANY Mod companions, unless you know for 100% FACT that they ONLY use VANILLA AI packages, that have not been rebuilt or modded significantly, and NEVER use it with ANY companions on their OWN CUSTOM AI framework.
In Skyrim, there are other good options for multi-follower mods, like NFF, which does not assert ANYTHING over companions, you have to manually INPORT them, and also comes with the ability to lock out any companion, via a simple in world craftable token, so I am assuming, surely, someone has made this kind of safe multi-follower framework for Fallout 4.
Now I do not even know if AFT DOES work the same way in this game, but if it DOES, it is AIDS for Custom companions, and should NEVER BE USED in ANY game where you have even ONE. TBH, I would not even use with something like I'm Darlene, even though Darlene DOES use Vanilla AI....just because of how complexly they're used compared to vanilla companions. I do not know how far the OG mod pushed those, or if it even used them, or used its own AI framework, but I would not run this, or any other companion mod with AFT. EVER.
There you go, yep, it is notorious for that in Skyrim. It was made with the intent of adding expanded additional functionality to the vanilla companions in that game, which were, are, basic AF.... and just just tweaked for FO4, from that Skyrim mod, and is GREAT for that for sure, but built without consideration of follows being made by modders, with modified AI packages, or more, custom AI frameworks.
If this mod has anything like that at all, unless it uses 100% indigenous vanilla AI, with just some repurposed and spliced dialogue, essentially just being a cosmetic and dialogue swap of generic indigenous NPC template.... then AFT could bork it.
That might be a mod idea for one of you modders, talk to Nether... find him via his Nexus mods for Skyrim SE if you do not know who that is, and see if you can get permission to tweak for, and port to, his Nether's Follower Framework to FO4.... that works much differently from AFT, it does NOTHING to NPCs, until YOU use it on someone, and more, there's a craftle in world item, at no cost, you can make, a token, which locks out anyone with one from the framework... the dialogue options will not even show with those NPCs.
That is my, as custom follower die hard tragic in SSE, as I am in FO4 (though my options are far more limited in this game sadly :P )........go to multiple follower mod. I run the most complex custom followers in Skyrim: Vilja, Serana SDA, Remiel, Lucien, Inigo et al.... with it installed all the time without issue. Just pop a token in to inventories, and boom, she is gravy.
Until someone does that, you should maybe pop in a warning not use this mod with AFT.
Are you using old AFT or AFT Plus? The latter is a refinement of the old mod. If you are, make sure to pay attention to what is and is NOT needed from the original mod.
There has always been a "conflict" between Synthetic Love and Same-Sex Marriages in that the latter mod does a decent job making Nate into Natalie (Or Nora into Norton, come to that) but doesn't let you start AS Natalie. Then again, being greeted by your "natural self" like every other Synth double does help bring home the Institute experience for escaped (or released) Synths.
My thought exactly. Will Synth Self look like you made yourself in character generation? (It gets even better for Start Me Up Redux WASTELANDER starts. The Wasteland girl ends up seeing her Synth double thinking she's a Pre-War lawyer, in the middle of the twisted setup Father's created. Talk about "the backup"!)
Yeah Blaze, when I get more time with the CK I would love to experiment with the idea that you find a clone of yourself who not only looks like you but could also wear the same, outfit, perks and special stats like the player with some differences in order to make the mod work.
It is technically possible and it will be funny to have a doppelganger be your companion.
...nicknamed Lefty? Isomer humor. (Don't worry too much about the gear; the player will provide. The perks, traits for the SMUR crowd, and SPECIAL are what needs to match.)
63 comments
Ah well, thanks for porting this great classic!
Honestly, I'm just being nit picky here, I'd likely download the mod anyway lol, it's got to be better than the Nora spouse companion mod at any rate. As much as I love and swear by that mod in order to get my wife back and ride shotgun with her, after a while it just gets really ffing annoying when she repeats the sole survivor lines over and over, even without talking to her. There's only so many times you can hear "You guys pay for things with bottlecaps?" or "What's a tato?" before you want to drop her off a cliff. I eventually just end up pretending we go our separate ways and she lives at sanctuary in the sole survivor's house old, while I move in with Piper at Taffington or somewhere.
Even if this version's a synth, she'd probably be far more lively and like a real companion I'd imagine. Far less annoying.
thank you for porting this to next gen by the way!
its a classic mod that is great
Mostly made this one for players who don't want worry about the power armor pieces breaking when Nora is using power armor.
Once those changes are attempted, by AFT, to said companions, it literally breaks their brains. They have their indigenous AI packages corrupted, and will not work.
Sometimes this takes a little bit to show up, but it is inevitable. If you have locked dialogue, or repeating dialogue, or are unable to dismiss a companion, or recruit them, or have companions literally walking away as if dismissed whilst following you, and constantly being snapped back to you by the game engine, or anything similar to these, if that is what you mean by bugged, then it IS likely AFT.
NEVER use AFT with ANY Mod companions, unless you know for 100% FACT that they ONLY use VANILLA AI packages, that have not been rebuilt or modded significantly, and NEVER use it with ANY companions on their OWN CUSTOM AI framework.
In Skyrim, there are other good options for multi-follower mods, like NFF, which does not assert ANYTHING over companions, you have to manually INPORT them, and also comes with the ability to lock out any companion, via a simple in world craftable token, so I am assuming, surely, someone has made this kind of safe multi-follower framework for Fallout 4.
Now I do not even know if AFT DOES work the same way in this game, but if it DOES, it is AIDS for Custom companions, and should NEVER BE USED in ANY game where you have even ONE. TBH, I would not even use with something like I'm Darlene, even though Darlene DOES use Vanilla AI....just because of how complexly they're used compared to vanilla companions. I do not know how far the OG mod pushed those, or if it even used them, or used its own AI framework, but I would not run this, or any other companion mod with AFT. EVER.
If this mod has anything like that at all, unless it uses 100% indigenous vanilla AI, with just some repurposed and spliced dialogue, essentially just being a cosmetic and dialogue swap of generic indigenous NPC template.... then AFT could bork it.
That is my, as custom follower die hard tragic in SSE, as I am in FO4 (though my options are far more limited in this game sadly :P )........go to multiple follower mod. I run the most complex custom followers in Skyrim: Vilja, Serana SDA, Remiel, Lucien, Inigo et al.... with it installed all the time without issue. Just pop a token in to inventories, and boom, she is gravy.
Until someone does that, you should maybe pop in a warning not use this mod with AFT.
It is technically possible and it will be funny to have a doppelganger be your companion.