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.
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?
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
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)
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?
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)!
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.
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
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.
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
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.
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
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.
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
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
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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?
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
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
😊
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?
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)!
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.
Regarding Heather, it is possible to save her (and, since from last Xmas update, to embrace her too)
Anyway, updated to RC10 (including the optional FPS patch)!
Also, do you prefer the game in vanilla look or is there some sweetfx reshade you can recommend?
Regarding SweetFX I suggest to try this one:
VTMB Atmospheric
It's simple and yet effective
Also, could you make the companions remember the hero's new home? And we moved there.
But emotions still don't work. Or they are not visible.
Regarding the emotion mode I hope to find the source of the problem....
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
{
"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"
I'm giving it a look, it seems it doesn't need to edit map files, which might help with your modding a lot