Companion Mod for Fallout of Nevada

-Reset the level?! I don't get it.. <...> .
*- Reset level- Sorry, translation difficulties :)
- I understand, that you are not the author of the this mod.
- Add a mod to the standard version - only optional (for the Fallout Nevada Extended mod v2.0.3.2 version).
- The original (as conceived by the authors) does not involve companions.
- RP - there is no special need to pack it in master.dat, can be packed in patch000.dat - the level will increase.
I'll try to do something :)
 
*- Reset level- Sorry, translation difficulties :)
ok
- I understand, that you are not the author of the this mod.
that's true I am not. However I'm about the only person that tested the mod at least twice, as it is known by very few people by now.

- Add a mod to the standard version - only optional (for the Fallout Nevada Extended mod v2.0.3.2 version).
Yeah I know. But we still should ask the companion mod author if he agrees. SO we'll need to wait until he says so. It may take a while. @arroyoman, has very little time for modding.

- The original (as conceived by the authors) does not involve companions.
Yes I know. I'm sort of, a Fo:Nevada veteran player. I've Finished the game several tims already ( Standard 1.02, Fixed Edition, Foxx's Crazy Edition, Fixed Mod, and Complete Mod, and twice Complete Mod + Companion Mod), a total of at least 10 playthroughs

- RP - there is no special need to pack it in master.dat, can be packed in patch000.dat - the level will increase.
I'll try to do something :)
Ok, good to know.

Since You're Here, Might I add a personal favor to ask, to give pre war money ( the paper dolars in game, and both types of fake coins ( Both the coin on string and fake coins) the "use-on" flag in the item proto, as it's pretty damn annoying to right click every time on the cola machine to choose backpack and the item from there. It's much simpler to just put it into main hand and press reload button (set in sfall) to get the use on cursor icon, and use it on the cola machine. same way with empty water flasks and wells. one button press instead of many. It's less tedious this way.

I personally have to make this small edit with Proto Editor, however I'm sure everyone will like this small feature, so it would be good that the use-on flag on every day use items would make it to the core game.
 
I personally have to make this small edit with Proto Editor, however I'm sure everyone will like this small feature, so it would be good that the use-on flag on every day use items would make it to the core game.
No problem (If it works correctly - I don't see a problem).
 
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No problem (If it works correctly - I don't see a problem).
If You mean the "use-on" flag on utility items, the thing I proposed in my previous post, than I actually use it on regular basis in all fallout mods I play( at leset in the ones that it has a point to do), it just annoys me that I have to do all the proto edits myself, every time a new version of a mod comes out, basically every three moths or so.

with relatively new sfall it works out of the box
 
At the moment, this mod is not compatible with either Extended mod (based on Fixed edition) or the original.
The mod has extra files (including from Crazy edition), and missing some of the actual (for example, not prescribed some items, and need to change the script numbers for Raster). Wait for the adaptation to the current version.
 
At the moment, this mod is not compatible with either Extended mod (based on Fixed edition) or the original.
The mod has extra files (including from Crazy edition), and missing some of the actual (for example, not prescribed some items, and need to change the script numbers for Raster). Wait for the adaptation to the current version.

the only thing that needs to be done, is to pull out the aditional files from the mod's patch000.dat and put all of the mod's content into a .dat file that has the next free number. or at least put Raster's and Dogmeat's base (level 0) proto file inside a .dat file that has a free number. ( I reckon that patch000 and patch001/002 are occupied so Raster's and Dogmeat's base proto could be in patch003.dat or something) all rest of the party mod's stuff can be put into data folder including party NPC subsequent proto critter files can be kept even in data folder..
The need to keep Party NPC base proto file inside a .dat archive, is to prevent the situation Party NPCs now have in Fallout: Sonora, where master.dat is a folder instead of actual .dat archive, and the newly added party-NPC level-ups had to be scrapped, since they didn't work properly..

What actually happens is when base (level 0) party-npc proto is inside a regular folder ( either data or master.dat " in form of a folder") then after given party member levels-up he changes proto, however after saving and reloading the game the pary member proto returns to the base one (the "level 0" one). The proper way to fix that is to keep level 0 ( base proto of a partynpc) inside an actual .dat archve not in a folder like data or a folder named master.dat. it must be a .dat archive, be it master.dat(archive file) or patchxxx.dat archive.

On a side note: Be sure to pass this knowledge to Nevada Band as well, so that they can fix party members level-ups in Fallout:Sonora too.
 
Modern sfall is able to work with unpacked proto-files (levels).
Everything that is necessary has been prepared for a long time, but I need time for translation and some other adaptation.
 
^ Same with me. I hope it gets updated and made compatible with the latest version of Nevada in English.
 
Modern sfall is able to work with unpacked proto-files (levels).
Everything that is necessary has been prepared for a long time, but I need time for translation and some other adaptation.

Take all the time You need man..
I'm sure that once it'll be done it's going to rock. In the meantime I do hope You'll polish-up the mod a bit, as there are areas the mod needs to be improoved..
#1Raster's and Dogmeat's custom combat control options don't work right now. so only Control Combat Mode=2 works right now.
#2dogmeat is able to carry stuff, which from one point of view is cool, however I don't know how, but he's able to wield and use unarmed weapons like brass & spiked knuckles, the nevada specific shock knuckles, both types of power fist, etc. which he shouldn't be able to use,although his strength is meh regarding unarmed damage, perhaps it could be changed s that he couldn't wield any weapons and his strength would boost to 6 and additionally leave the carry stuff option, his damage would come from his lvl and beefed up str + unarmed skill so that in Combat Control Mode=2 he could use Haymaker type punch, which boosts certain stats including the damage. ( this would require dogmeat to have more level-ups so that he caps out at lvl6 ( haymaker requirement) ). so more levelups plus str 6 on final proto and at least 125% unarmed for the haymaker punch.
#3 the way Jasmine is given armor is awkward. Because her changing appearance via dialog is bugged. First of all there's only one page of dialog for it so if one has more than 8 types armor to give her, some don't show up. when armor is given via dialog the armor is transfered to inventory, but no the armor slot, and she ends up with no armor worn, and changed appearance. Perhaps the armor appearance change could be removed from her script, and work how it should be via npcarmor.int. the armor change sometimes can multiply armors, since it does't always remove the armor from dude's inventory, and places one in jasmine's. also the armor could be taken from dude's armor slot and bug the armor stats on dude. last time I actually got double dipped on Grizzly armor.
#4 Raster is weaksauce without armor so perhaps let him use polce armor, combat armor, and power armor, plus the appearance change from far away it isn't distigushable if it's a ghoul or a human under that combat armor sprite. and at leasst with the new sprites he could fianlly run and not lag behind.
 
First, I adapt the mod to the current version.
Next, as it turns out (no promises)
_ a lot to fix, but there's a lot I can't._
 
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Hello

Game shows black screen after intro but I hear Main menu music. Anyone had this issue?
 
Any chance this mod might still be adapted to the latest version?

Or at least if possible to provide the previous latest version of Nevada (in English) where this mod still worked?
 
https://drive.google.com/file/d /1nHGGbldSe2zmP-KMVROAxwnKvtagtgUe
This is the original link from the first post
The mod did not work correctly from the very beginning. I was going to try to fix it, but I haven't touched Nevada since then. I may be able to find time for this, but don't expect to do it right now. There are various reasons.
 
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This is the original link from the first post
The mod did not work correctly from the very beginning. I was going to try to fix it, but I haven't touched Nevada since then. I may be able to find time for this, but don't expect to do it right now. There are various reasons.


Hmmm, I see. I thought that it was compatible with Nevada originally but the newer version made it incompatible. But it looks like it was always incompatible.

No known workaround to the biggest bug/s even if losing some content?

Also could you not ask some other modder to provide a hotfix if you are a bit too busy with RL stuff? No one out there who could be interested?
 
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