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Preferred unlimited companion mod?


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Posted

What would you guys suggest for an unlimited companion mod? There are a handful on Nexus, and they all seem out of date and... how do I put this, "dodgy"? Like "Unlimited Companions Updated" has both a normal esp AND a script fix esp, which seems strange that they should be separate ESPs. Then we have the original "Unlimited Companions" which raises the limit to 12 but hasn't been updated since 2010. Then we have a 2014 one called "Unlimited Companions - Companions Increase" which raises the limit from 12 to 16, but still requires the original ESP, or so the author says. However, someone then says it doesn't because it isn't required as a master, and the author basically says he has no idea because "he's not a scripter" which really makes me question the whole endeavour.

 

I mean, I have the JIP Companion manager plugin, so at this point I'm even wondering if that doesn't take care of it, in addition to a whole other host of companion mods I have, like "CompanionPoisonCure" (so they use antidotes when they are poisoned and don't die like shmucks) or "Followers ready to fight" so they draw their weapons when I do. Aaand some sandbox behaviour mods, of which there are another handful available.

 

Suggestions? 

 

EDIT: I've also bumped into "Unlimited Companions Everywhere" which seems to kill 3 birds with one stone - unlimited companions, they have a sandbox mode, and they automatically unholster their weapons when you do. Seems like a winner, does anyone use it? Any thoughts on it? 

 

Guest endgameaddiction
Posted

I've stuck with SCC since Fallout 3. Though it was only a few years ago when it was ported over.

 

SCC allows you to hire them just as standard NPCs. As in if you go to Nellis Airforce Base after the first time they will still launch missiles. Not sure if the one's you've mentioned flag the follows as real followers (companion wheel) but these don't have a companion wheel. With that said, you won't get xp if they kill for you.

 

Sharing and Caring Companion offers the following

 

  • follower engages when you engage
  • follower sneaks when you sneak.
  • follower can be set to essential and non essential
  • follower can be healed via dialogue
  • follower status can be checked
  • follower can be set to melee, range or even not attack at all
  • follower can trade stuff
  • followers aggression can be set
  • follower can be set to guard area (walking around the area with gun, melee weapon or bare hands engaged)
  • follower can be commanded to stay and wait making the NPC stay in the same spot unless provoked by a near by enemy
  • follower can be set to relax opening up sand box and walking, roaming around, sitting, grabbing food drinks and performing basic chit chats with NPC
  • follower can be dismissed and if it's a vanilla NPC, they'll walk back to their location. Basically any NPC that has a home marker will go back to their home marker if dismissed.

 

And you can hire as many as you want. At least in Fallout 3. I'm pretty sure the same works for New Vegas since it was a port.

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