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Bittercup Companion TTW


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New update that MAY fix some things... or break others. I'm leaving both versions up for the time being. See if the "go home" stuff works. Also see if she inexplicably starts attacking other companions. I'm not the best working with the arcane setup needed for companions. However, if I can get the kinks in Bittercup ironed out, I have another TTW companion mod to release as well. :angel:

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  • 3 weeks later...
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... would it be too much to ask for a version that doesn't alter her appearance?  I've got nothing against the requirements you've listed for her, but I just prefer her default look--I've seen many different permutations for her across FO3 mods and so far I still prefer her original design.

 

 

All the people in Big Town are short - since they should physically be adults by the time they hit Big Town I'd imagine malnutrition and lack of sunlight growing up probably stunted their growth.
 

 

I always figured that the shortness of people in Big Town was just because they're all sixteen or seventeen or so.  IIRC, that's the age they kick people out of Little Lamplight.

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It wouldn't be a big deal for a non-altered version. I just hate anything vanilla because it's generally disgusting. (Though to be fair, vanilla NPCs in FO3 are infinitely better than the horrid crap pushed on us in Skyrim! Or Oblivion. Or.... Goodness do Bethsoft devs have actual EYES!? :s )

 

When I get a moment I'll upload a non-altered version. :)

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Awesome, thanks.  The design you made for Bittercup is rather good, but I just seem attached to her default appearance for some reason.

 

Also, quick question.  Would your mod still be compatible with Bittercup Runneth Over?  It's a mod that makes Bittercup find better gifts should you date her.  It's got a version that's compatible with the original Bittercup companion mod, allowing her to still give you those gifts periodically while she's following the player, so I thought I'd ask.

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  • 3 months later...

Also, quick question.  Would your mod still be compatible with Bittercup Runneth Over?  It's a mod that makes Bittercup find better gifts should you date her.  It's got a version that's compatible with the original Bittercup companion mod, allowing her to still give you those gifts periodically while she's following the player, so I thought I'd ask.

 

My guess would be no, but it's worth a shot. I imagine you could try putting my load order after that one. But if it doesn't modify Bittercup directly it might work either way.

 

 

And...  new update is just for a vanilla version of her appearance. Nothing new on the main download.

 

Latest update for vanilla again. Forgot to set her race to normal. Oops!

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  • 4 weeks later...

Something funky going on with file updates. So for the time being I'll post updates here.

 

I'm calling this a Beta because I'm not quite finished with it. Anybody scared can use the older 1.1. I'd really appreciate any bug reports on this.

 

Bittercup Companion 1.6Beta

 

Fixed Stuff:

  • There was a bug in the "Go home and rest" option that should be working OK now. (Let's hope!)

New Stuff:

  • More idle chatter. (Hopefully less frequency of "this is lame")
  • New relax topic: She can now relax at her current location. Meaning sandbox.
  • Idle animations: She'll now be a little more animated as moves about. Cigarettes in her inventory will still cause her to smoke occasionally.
  • DLC Handling: So far just Zeta. She has her own cell and things like the spacewalk should be handled.
  • Main Quest: She'll now properly wait while the player goes through Tranquility Lane.

Stuff To Do Yet:

  • Main Quest: Give her a cell in Raven Rock (maybe in the player's cell) after Vault 87 scene.
  • DLC: Anchorage (Just a simple wait.)
  • DLC: Point Lookout (Handle the crazy plant thingy.)
  • DLC: Pitt (A whole bunch of stuff.)
  • DLC: Old World Blues (Her own cell in the medical lab in X-something or other.)
  • DLC: Dead Money (Gets a lovely jumpsuit and collar just like the player.)
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OK, upload issues fixed again!

 

New updates for 1.7 Beta:

  • DLC Anchorage Support (Not tested yet!)
  • Main Quest: Vault 87 & Raven Rock. Bittercup now gets kidnapped along with the player. (Again not tested yet!)
  • Fixed idles. Seems she was only picking one idle previously. Should pick them all now.
  • Fixed some low volume voices and a couple bad clips.
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Very very interesting Nessa.

Could you elaborate on the anchorage compatability?

I have no love for that DLC and have a mod installed that allows you to hack the simulation (if you're smart enough) so it finishes shortly after starting. This won't mess with bittercup will it?

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@Keyser

For Anchorage she will wait outside the simulation pod room until the player returns from finishing the simulation. (Otherwise she pops in the simulation which makes no sense.) Much like how it works for Tranquility Lane. I haven't actually tested it yet but Tranquility Lane has been tested and is operational.

 

Ack, helps if I answer the question! :blush:  I don't believe it will interfere with that mod at all. She stays in the facility the whole time. I'll have another look at the script for the next update and see if I can put in some extra checks. As long as your mod properly finishes the existing Anchorage quest, things should work fine with Bittercup.

 

@ RDKateran

I'm waiting until 2.0 is done (basically all dlc's handled) before releasing another vanilla version. Of course you can make one very easily with FNVEdit. .Just fire it up and only copy over the appearance sections from the original. That's all I do to get her back to her vanilla look.

 

@Duoleb

I'm not terribly fond of Ling/Mikoto even though I use it. (I always have issues with the hair not fitting. It's probably something I'm doing wrong...) I have no idea what DCO or Woman of the Wasteland is. Links? :blush:  If there's something better than Mojave I'm open to more versions.

 

 

And actually, I should probably explain what happens in the DLCs....

 

DLC Handling

  • Zeta: Gets stripped and gets her own cell, joins up with the player after escape. Will join the player on the spacewalk if following OR will show up with the others if set to wait after the walk is complete.
  • Anchorage: Waits outside the pod room until the simulation is finished, then rejoins the player.

Main Quest

  • Tranquility Lane: Waits next to the exit until the player is done with the simulation, then rejoins.
  • Vault 87/Raven Rock: Is kidnapped with the player and shoved in the same cell. Will recover after Autumn leaves and gets her gear back when the player does.

Next is what will happen when I finish it:

  • Point Lookout: Gets funky high along with the player and has her head cut open as well. Returns to normal when the player does.
  • Pitt: This one is still in progress. Current plans: Dresses up as a slave if the player does. Appears in Midea's hut if player tries to bluff the raiders. Won't fight with the player in the Hole. Once the player gets out of being a slave, has to convince raiders to let Bittercup stay. Otherwise she is put to work with the rest of the slave. If set to wait while still a slave, she will be put to work either in the mill or outside. If still a slave when the end battle happens, will join whichever side the player is on.
  • Old World Blues: (Not technically required but it's a fun one!) Gets stuck in the medical facility that Christine was originally sent to. Player must get her cell open for her to rejoin.
  • Dead Money: Gets a slave collar and jumpsuit (custom one though) and all other gear is removed. Sticks with Christine (if alive) after the Casino is opened and will rejoin the player there.

No plans at the moment for:

  • Broken Steel. I don't think this requires any special handling. But I haven't played it for eons. If there's a need I'll handle it.
  • Honest Hearts. The only thing here could be to require her to be as unburdened as the player but that's about all I can think of. Not sure it's worth the trouble of implementing.
  • Lonesome Road. I admit I haven't played all the way through this one (made no sense for my character to follow some idiot) BUT it doesn't need any special companion handling that I'm aware of.
  • New Vegas Main Quest. I can't think of a thing that needs handling except for perhaps keeping her out of Mr. House's room. Or... perhaps keeping her out of the dog fight at the Fort. But neither of these are very important in my mind.

I'm toying around with the idea of giving her swimming and sleeping clothes. (Chosen via dialog.) But we'll see. That might be pushing things given all the DLC work I have left.

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@Keyser

That's a good point! I never go there so I forget about that place. Definitely needs some handling. :cool:

Though, what do vanilla companions do there? Do they join the player in combat?

 

@Duoleb

Those both look pretty good. I particularly like FCO. Once I finish all the DLC and other handling I'll have a look at making a couple versions of her (including a vanilla). :lol:

 

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