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Barabbah91

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Barabbah91

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382 comments

  1. Hukumka228
    Hukumka228
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    someone have save ? (i wanna test this mode before It's a play in new game, thanks in advance)
  2. CLucania
    CLucania
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    I've just installed this mod, and I checked to make sure my unofficial patch is up to date, but when I get to the clan select screen after loading up the companion mod, most of the character models are super bugged. I can supply screenshots if necessary. Is there any way of resolving this? Thank you.
    1. Barabbah91
      Barabbah91
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      Did you merged files from the UP to the Companion Mod folder? That could be the reason this happened....

      In any case I would like to see these screenshots, maybe it's a problem of the mod. Although I've never heard of it, which OS are you using?
    2. CLucania
      CLucania
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      I did not merge any files. I am using Windows 11. I will put up some screenshots soon. Also, while I've got you here, which NPCs by default have companion dialogue options in the mod without using the console command? 
    3. Barabbah91
      Barabbah91
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      By default these NPCs have the companion options:
      Damsel, Romero, Killer, Tourette, VV, Yukie, Pisha, Zhao, Perilli, Barabus, Skelter, Ash, Heather, Bertram, Knox, Jeanette, Therese

      But if you choose the "requested companions" option in the installer these NPCs have this option too:
      clubs blood dolls, Carson, Copper, Danielle, E, Julius, junkie girl in the crackhouse, Kerri, Kiki, Lily, McFly, Misti, Nadia, prostitutes, Red Dragon hostess, Rosa, Samantha, Venus, Wong Ho
    4. Hukumka228
      Hukumka228
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      .
  3. mattski123
    mattski123
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    So would this conflict with how quests work? Or break anything like that? And how about using dialogue options?

    Also also, do the companions just stop following you at some point based on storyline?

    Would it break anything to add mid-game? And can we see a video of this in action?

    Keen to hear soon ;3
    1. Barabbah91
      Barabbah91
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      So would this conflict with how quests work? Or break anything like that?
      No, it only affects the combat part, the NPC's who'll became companions will be "recruitable" at the end of their quests (and most of them can be sent back at their place whenever you want)

      And how about using dialogue options?
      What do you mean?

      Also also, do the companions just stop following you at some point based on storyline?
      Nope

      Would it break anything to add mid-game?
      Installing it on top of a copy of the game will make its own mod directory, so (unless you copy saves from a mod/patch to this one) it won't affect the game (just keep play them as separate games without swapping files outside the game).

      And can we see a video of this in action?
      Here's a trailer for the old version of the mod made by Dheuster (the concept behind it remains the same)



      Keen to hear soon ;3

      😊
    2. mattski123
      mattski123
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      Ahh, so if I have this right, (keep in mind i haven't actually finished the game lol mostly just mod tested etc), once an NPC has their questline finished, they have no major dialogue options that change beyond their questline? And therefore, having them as companions changes nothing post quest?

      And would this provide a new menu option in the loader.exe like UP does? And if I have a current save game with UP, can I just select UP normally and use the this companion mod normally in that previous savegame?
    3. Barabbah91
      Barabbah91
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      There is only *one* case of an NPC needed after her quest for which there are two workaround options (other than telling that companion to leave the "party" and return where you found her).

      Regarding the Mod Loader, yes, they'll have their own subfolders with inside their own savegames. You can't swap the save between mods and/or patches (specially on an ongoing playthrough)!
    4. mattski123
      mattski123
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      I'm assuming when adding mods it'll be similar/just like UP in the sense of mod compatibility, right? Like with textures replacers etc.
    5. Barabbah91
      Barabbah91
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      Major conversion mods works like that. On the other hand, minor mods like retextures can be placed on top of the desired patch/major mod
  4. almasakmal
    almasakmal
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    Hey, can I make a request for a custom NPC companion in the first part of the game (after tutorial, in the apartment)? I'm quite scared for the mansion mission where you need to retrieve the necklace. If you can, make it the most OP companion. Please.
    1. Barabbah91
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      Too busy, sorry.
  5. RaivinAlglas
    RaivinAlglas
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    Sorry if that's a dumb question but where is the new VV's outfit from the screenshots? I really really love this coat for her 
    1. Barabbah91
      Barabbah91
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      Recruit her as a companion then ask her to change her clothes
  6. D3V6L
    D3V6L
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    Is it compatible with your new clans addon?
    1. Barabbah91
      Barabbah91
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      That addon already has the Companion Mod prepackaged
  7. jirachiband
    jirachiband
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    Wow i wish i noticed the update earlier or I would have started my current playthrough with this installed! Thank you so much for updating this, i've always wanted to try the companions mod, but the fact you had to use the older version of unofficial patch was quite frustrating. I can't wait to install this, and i'll be sure to let you know if I encounter any issues! <3
    1. Barabbah91
      Barabbah91
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      have fun and thanks!!
  8. Shagreth
    Shagreth
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    If I use this with the very latest UP (11.5 RC30 as I type this) will there be a problem?
    1. Barabbah91
      Barabbah91
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      It's a standalone installer, you can install them on top of the same copy of the game but you can't merge files afterwards
    2. Shagreth
      Shagreth
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      I understand how it works now, thank you. There's something I want in RC 12.9 of UP 11.5, maybe I'll wait until you update this again to play. 

      Btw, can Heather be saved and turned into a Vampire in your version? I mostly want to save her from getting killed, don't really care if I can turn her.
    3. Barabbah91
      Barabbah91
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      I'll have to make an update, hopefully it will be done in the weekend.

      Regarding Heather, it is possible to save her (and, since from last Xmas update, to embrace her too)
    4. Shagreth
      Shagreth
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      Thank you! Been pretty sick these days and was hoping to play this weekend, hopefully it's not hard to update. <3
    5. Barabbah91
      Barabbah91
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      Sorry for taking all this time, but I was really busy....
      Anyway, updated to RC10 (including the optional FPS patch)!
    6. Shagreth
      Shagreth
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      Thank you so much and no problem! Btw, what is the fps patch?

      Also, do you prefer the game in vanilla look or is there some sweetfx reshade you can recommend? 
    7. Barabbah91
      Barabbah91
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      The FPS patch is a new fix introduced in the latest UP. Until now FPS has been capped at 65 due to physics issue, but now it's possible to override it the problem is it has to be made optional because it doesn't work on OS like Windows 7/8 and Linux....

      Regarding SweetFX I suggest to try this one:
      VTMB Atmospheric
      It's simple and yet effective
  9. Morituri47
    Morituri47
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    Does changing emotions work when managing them? My Heather doesn't change her expression.

    Also, could you make the companions remember the hero's new home? And we moved there.
    1. Barabbah91
      Barabbah91
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      I thought to have fixed that. I'll look into it again in the weekend
    2. Morituri47
      Morituri47
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      Excuse me. When downloading the new version and passing it, the error of moving to a new apartment was fixed. My mistake, I should have downloaded it again.
      But emotions still don't work. Or they are not visible.
    3. Barabbah91
      Barabbah91
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      Good, one problem is fixed :)
      Regarding the emotion mode I hope to find the source of the problem....
  10. Morituri47
    Morituri47
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    than to open the cards .bsp? For editing purposes
    1. Barabbah91
      Barabbah91
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      Do you mean you want to know how to do map editing or editing their text entities?
      For the latter look in /Comp_Mod/maps/entities/, do the modifications you want to apply then using the VTMBedit Tool program you have to reimport them in the maps.
      For learning the former I'll suggest to start by watching these tutorials: https://m.youtube.com/playlist?list=PLzlFyvXQk29K_sqUQGUjX9jC8ogC71w_d
    2. Morituri47
      Morituri47
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      I need to open the file hw_ash_sewer_1 for editing and working with Diablery. As in the CQM code below, where the file can be easily edited and changed. Which I can't do with the original. Thanks for the link, I'll take a look.

      {
      "classname" "item_container""targetname" "global_inventory""angles" "0 180 0""skin" "0""disableshadows" "1""StartHidden" "1""demo_sequence" "None""npc_transparent" "1""soundgroup" "metal_chest""model" "models/null.mdl""crossfade_skin_time" "2.0""use_icon" "6""lootable_type" "4""OnBarterClose" ",,,0,-1,companion.OnInventoryClose(),""origin" "-2165.20 -713.76 -396.97"}{"classname" "npc_maker""targetname" "Ash_diablorie""stattemplate" "Ash_diablorie""model" "models/character/npc/unique/Hollywood/Ash/Ash.mdl""additionalequipment" "item_w_fists""dialogname" "dlg/diablorie/Ash_diablorie.dlg""origin" "-3644 -3198.8 -107""angles" "0 0 0""health" "100"
    3. Barabbah91
      Barabbah91
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      Are you trying to integrate that diabolic diablerie mod here?
      I'm giving it a look, it seems it doesn't need to edit map files, which might help with your modding a lot
    4. Morituri47
      Morituri47
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      Yes, that's where I got the idea and the first steps from. In any case, you already know that my work has progressed a lot since visiting this site. :)Greetings from the Planet of Vampires
    5. Barabbah91
      Barabbah91
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