Fallout 3 Companion Mod

04.10.2019by admin
Fallout 3 Companion Mod 6,7/10 2499 reviews

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Sometimes, it's the simplest changes that have the biggest impact. Removes the green tint from Fallout 3, revealing clear blue skies and spectacular sunsets. Additionally, it removes the green fog, neutralizes the indoor lighting, and changes out the water in most places. It might seem like a minor change, but the impact is nothing short of startling.

However, removing the green tint makes the nights super dark, so you'll need to make full use of that PIP-boy flashlight.It works alongside the mod, giving areas heavy thunderstorms (with radioactive rain) and snow. The dynamic weather system may also provide cover, making it easier to sneak up on people during downpours.Energy Weapons EnhancedEnergy weapons may be some of the most fun guns featured in Fallout 3, but they have some underwhelming effects. Aims to fix that problem combining aspects from the Energy Visuals Enhanced mod with dozens of new guns, and changes to how existing ones work.Now you can properly melt the flesh from your enemies using a fancy weapons, including an energy bolt sniper rifle.

Older energy weapons, modeled after guns found in Fallout 1 & 2 are extremely powerful, but slow firing and inefficient. They'll gobble up tons of ammo.

However, some of the newer weapons (the ones that are part of Fallout 3), have a faster fire rate, and use less ammo, but don't do as much damage. Also, be careful while wandering the Capital Wasteland.

With this mod, a handful of supermutants will arm themselves with energy weapons.Mart's Mutant Mod. Looking for a little more life diversity in the Capital Wasteland? Well, brings them to you by adding a ton of new creatures for you to encounter. Their AI is also enhanced so that monsters will hunt each other, and smarter enemies will even loot corpses for better gear. With this mod, monsters will no longer be as cookie cutter, since their sizes have been randomized. Ever square-off against a gigantic radscorpion? Here's your chance, wanderer.

In response to the increased wildlife threat around the Wasteland, merchants are now accompanied by power armored mercenaries that are armed to the teeth.Sydney Follower. One of the most memorable characters from Fallout 3 is Sydney, the Relic Hunter from the Stealing Independence quest. However, once the quest is done, she decides it's better to strike it out on her own than to adventure with players.

The mod changes that mistake by making Sydney a full-fledged companion for to keep the player company.It would have been easy to have a mindless automaton journey alongside players, but the mod takes the experience to an all new level. Sydney is fully interactive with 420 lines of dialogue, voiced by the original actress. Additionally, she can help repair weapons or prepare meals with ingredients found in the world, and both these skills improve over time. Not to mention little touches, like fidgeting while waiting and gulping down Whiskey when you give her some, along with different hairstyles.

Fallout

Sydney could be the last companion you'll ever need in the Capital Wasteland.Fallout 3: Wanderers Edition. Life in the Capital Wasteland is dangerous and harsh, but things could always be worse.

Make them worse with the mod. It overhauls many of the game's aspects to turn Fallout 3 into a full-on survival game. Enemies are stronger and weapons are more powerful, but ammunition is incredibly scarce. Furthermore, you have to eat, drink and sleep in order to stay alive.

Fortunately, the mod has a few new features to help you get by, including a means of using Action Points to enter bullet time. Additionally, if you have high enough charisma, you can recruit up to 5 followers and deck them out however you wish. You could be the biggest band of badasses to ever wander the Capital Wasteland.

The mod works very nicely with Mart's Mutant Mod. Keep in mind that FWE won't work without, so be sure to install it first.Tenpenny Tower Reborn. Tenpenny Tower is a bastion for the wealthy elite, who don't mind blowing up some of the lesser settlements should the mood strike them.

It also has a strict 'No Ghouls' policy. With the mod, this building can transform from a beacon of prejudice and exclusion to one of peace, and co-existing prosperity. No massacre required! But first, you must stop a certain character from achieving his evil plans.After completing the quest and pursuing the path of peace, players are rewarded with the key to the penthouse suite, which is decorated with three new room, an aquarium, and a little secret to uncover. Furthermore, residents will get some new clothes, and act like real people.

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So, expect them to have kids, step outside for a smoke, and drink Nuka Cola. Security will also be significantly boosted, and if ghouls are allowed to live in the tower, then they will help guard the building from harm.NMC Texture Pack. Developed by NeilMC, who single-handedly replaced almost every environmental texture in the game over the course of a year, the brings new life to what might otherwise be a dated looking game. The pack retains the original art direction, but makes it look better. The texture pack comes in several different sizes, so pick the one that best suits the power of your computer. However the pack might not work with all of the DLC add-ons.

There' s only so much a single modder can do.Better High Detail Map and Icons.

Permanent companionsAll 8 Fallout 3 permanent companionsThere are 8 permanent companions available to the player in Fallout 3. All companions except for Dogmeat and Charon have a requirement that must be met if the player wishes to enlist that companion (listed in parentheses).Pictured, left to right:.: Brotherhood Paladin (Good).: Tunnel Snake (Neutral).: Paradise Falls slave (Evil).: Mister Gutsy robot (Neutral).: Retired raider (Evil).: Super mutant (Good).: Dog (no Karma requirement).: Ghoul bodyguard (no Karma requirement)If the player ever tells a companion to wait, but forgets where they did this, they should travel to any location. This will send the companion home. Sometimes this does not seem to work with the add-on Point Lookout.The player can have up to two companions in their party, which consists of Dogmeat plus any other companion, barring certain.XPUnlike in previous Fallout games, companions don't gain experience and notoriety independently but are scaled to the level of the player.The player earns full XP if able to deal at least 30% of the damage necessary to kill an opponent, otherwise an enemy killed with the help of followers earns zero XP. Delivering the killing blow yourself is neither necessary nor replaces the minimum damage requirement.Combatand DogmeatCompanions come with their default weapons and armor and will use these, depending on what role you ask them to play (melee or ranged). They will also wear any weapons or armor they are given that is superior to their standard equipment. All human and ghoul (so all except Fawkes, RL-3, and Dogmeat) are capable of wearing.

Armor and weapons worn by companions never degrade with use.Companions have unlimited ammunition for their standard weapon (with the exception of Butch), but you'll have to supply them with the appropriate ammunition for any other non-default ranged weapon.If a companion is given several weapons and the appropriate ammunition, they will generally choose a weapon based on the range of the projectile, then on either damage per round (DPR) or damage per second (DPS) but not by the in-game interface's DMG stat. For example, if you equip Star Paladin Cross with a, she will first attack with her default because her target is out of the flamer's range. She will move towards the target to get into the 's range and then switch to it. There are exceptions, however. For example, Charon will always use (a unique laser pistol) over the, despite its reduced range AND damage per round rating.Some companions will use any weapon if you give it to them (provided they have appropriate ammunition for it). There are some exceptions however, for example companions cannot use the Gauss rifle rewarded upon completion of the Operation: Anchorage add-on, but can utilize the sim-only version obtainable through glitching or console.Companions have significantly more health than other non-player characters.Enemies are able to shoot your companion's weapons out of his or her hands (except their default weapons), so take care if you give them any unique weapon.Companions are restored to full health at the end of combat, after all nearby enemies are dead.

However, if you zone out during a fight and they follow while injured, or if they are injured outside of combat (e.g. A booby-trap), they do not heal (until after the next combat).

They can also use in their inventory in the middle of battle, if you gave some to them earlier. Dogmeat can't carry stimpaks, but you can speak to him in the middle of combat to heal him manually.

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You can check companions' health by viewing them in mode, or moving far enough from them to see their HP bar. Companions are not considered 'essential' non-player characters, so they will die if their health is fully depleted.

There is no way of reviving them, unless using the 'resurrect' command via console, targeted on their corpse.Some companions will enter sneak mode when you enter sneak mode, and end it when you do. They may also randomly enter sneak mode during combat, presumably to avoid enemy fire or to gain better aiming.Statistics CompanionKarma requirementDefault armorDefault ranged weaponDefault melee weaponTagged skillsCarriesNeutraldmg/attack:9DPS: 54dmg/attack: 10DPS: 30190→285→335. 5, 7, 6, 4, 3, 6, 4,168.5. Companions can be used to store items, allowing the player to collect more items before becoming overencumbered. For a detailed list of the companions' equipment, see.

Carrying capacity will be, e.g., 50 pounds less if given (45 for armor, 5 for helmet). Capacity is determined by: (Base of 150) + (10. Strength) - (Weight of ) - (Weight of anything else, including replacement armor or weapons)Firing permanent companionsIn most cases, companions can be dismissed/fired, and can later be found and rehired. In most cases, when fired they always travel to a specific spot, usually not the same spot they were hired. In some cases, they can always be rehired by simply finding them and asking them to rejoin you. Also in some cases, there will be Karma or other requirements. For example:.

Butch: in. Can be rehired any time, but only if Karma is Neutral. Charon: If fired, he will return to. He can be re-hired anytime regardless of Karma. Clover: If fired, she will return to in (even if the player has killed and abolished slavery by wiping out everyone in ). She can be rehired regardless of Karma.

Dogmeat: Isn't really 'fired,' he waits by as ordered. Fawkes: If fired, Fawkes will travel to the where he will wait for you just inside the front door. You can rehire him any time so long as your Karma is good. No charge or other requirements to rehire him. Jericho: If fired, returns to, he is found inside, unless you have blown up, then he just waits at the ruins. You must have evil Karma to re-hire him.

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Sgt. RL-3: If fired, will travel to the entrance to (at the traveling merchants' stop near the trees), where he can be rehired with neutral Karma. Cross: If fired, she will return to the, where she can be rehired if your Karma is good.Temporary companionsFallout 3 's temporary companionsTemporary companions are companions that will join you during a quest. Most of them will follow you indefinitely until you complete their related quest, but not all. Unlike permanent companions, they do not heal automatically at the end of a battle but must be given through reverse pickpocketing or healed through dialogue (still requiring a stimpak from your inventory). Most of them can use weapons and armors. And because they are non-player characters, they can use weapons forever with only one bullet.

There are some hostile non-player characters which could become friendly to the player and permanent companions, but they will still attack temporary companions, like or the in the. The traps or mines of allies, like the frag mines laid by the citizens of, will still be hostile to temporary companions.