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Name: Brisa Almodovar
Version: 2.01 Release
Category: Companions
Date: June 16, 2023
Author: RickerHK

INTRODUCTION:
This mod adds a new Follower to the Fallout 3 world - Brisa Almodovar. Being Amata's cousin, and just a year older, she grew up with you and Amata in Vault 101. As events heat up for you and you are forced to leave Vault 101, you can choose to take her with you. The actions you take on the way out matter to her, though it's not difficult to meet her requirement. If for some reason she does not go with you, or you don't want anything to do with her to start off, you will get an opportunity to take her with you during MS16 (Trouble on the Home front), after resolving that quest.

You don't need to start a new game to have her as a companion.

If you are currently in the middle of 'Escape', Raven Rock, Tranquility lane, 'Trouble on the Home Front', 'Take it Back!', or ANY of the DLC's, finish it before activating this mod.

See Change Log for version 2.01 enhancements.

INSTALL REQUIREMENT:
This mod REQUIRES FOSE 1.2b2 or later. http://fose.silverlock.org/download/fose_v1_2_beta2.7z
Currently, FOSE only works with the GOG version of FO3, or a patched version of Steam GOTY FO3 (Fallout Anniversary Patcher https://www.nexusmods.com/fallout3/mods/24913).

INSTALLATION:
1. IMPORTANT BEFORE REMOVING THE OLD VERSION!!!
If you are using one of Brisa's Lings, Project Beauty, or Good Hairday plugins, do the following before uninstalling the old version:
a. Talk to Brisa -> Let's talk about some things
b. Let's fix your hair
c.
d. DONT PRESS THE ARROW KEYS AFTER THE ABOVE STEP
e.
f. Exit dialog
g. Hit escape and make a full save.
h. Exit the game.

2. REMOVE THE OLD VERSION. It is critical that you completely remove any previous version of this mod, including all loose voice, mesh, and texture files, and especially the optional plugins. A clean save is not necessary. You should be able to continue with Brisa in your current save.
Manual Cleanup:
Delete these folders and their contents:
a. meshes\RHKBrisa
b. textures\RHKBrisa
c. Sound\Voice\RHKBrisaAlmodovar.esm
Delete these plugins if present:
a. RHKBrisaAlmodovar.esm
b. RHKBrisaAlmodovar - DLC - Anch.esp
c. Brisa and FWE - Primary Needs Patch.esp
d. Brisa - FWE Skill Books Compatibility.esp
e. RHKBrisaAlmodovar - Custom - Lings, PB, or Hairday

3. INSTALLER. I recommend you use the All-In-One installer RHKBrisaAlmodovarVer2dot01.7z with MO2, NMM or FOMM. The installer detects if you have the requirements for the various options and installs them (if you select them):
a. Brisa's DLC Option - all five DLCs are required.
b. Lings, Project Beauty, or Good Hairday mod patches including hair/eye color combinations.
c. FWE, IMCN and RiPnO patches.
d. JIP CCC patch specific to Brisa.
Options only appear if the required mods are already installed. If you have more than one of the above hair mods (In general, this is NOT recommended), then choose only one.
Set RHKBrisaAlmodovar - FWE.esp to load AFTER RHKBrisaAlmodovar - DLC.esp

UNINSTALL:
1. Use your mod manager to deactivate the Mod.
Manual cleanup:
Delete these files:
a. RHKBrisaAlmodovar.esm
b. RHKBrisaAlmodovar - Main.bsa
c. RHKBrisaAlmodovar - DLC.esp
d. RHKBrisaAlmodovar - FWE.esp, RHKBrisaRiPnO - Compatibility.esp, JIP CC&C - Brisa Almodovar.esp, and RHKBrisa - IMCN*.esp

Updating from the previous version should be save game compatible. No script variables have been removed or re-arranged. New ones are appended to the end of the variable declarations so the indexes remain the same.

MEETING BRISA:
If you enable the mod after you have already left Vault 101, you will meet up with her in the following ways:
1. If you enable the mod right after listening to Amata's distress signal, but before re-entering vault 101 - you just got the 'Trouble on the Homefront' quest - she will be with the rebels and you can hire her after the quest is resolved.
2. If you enable the mod at level 1-4, she will find you and act as if she has been looking for you since you left the vault.
3. If you enable the mod at level 5-9, same as (2) above, but she will have better armor and a small gun.
4. If you enable the mod at level 10 or above, she will have given up trying to find you. You will find her at the sniper shack. http://fallout.wikia.com/wiki/Sniper_shack
5. If you killed her uncle during the escape, she won't come looking for you at any level. You can get her at the end of MS16 in this case. You will find her at the sniper shack if MS16 is already done.

DLC Notes:
The DLC plugin requires all five Fallout 3 DLC's.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the Capital Wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.

Point Lookout Note:
Yes - take her with you in the Bog!

Zeta Notes:
Brisa can overload healing arches (SCI >= 75), and they heal her as well as the player if she is close enough.
Alien Epoxy added to Brisa's generic spare part list for weapon/armor repair.
Combat and Medical menus seamlessly integrate Adapted Biogel.

Pitt Notes:
Talk to Brisa and ask her to find some slave rags - AFTER you have disguised yourself. The slave rags have a script on them that set stages for the Pitt DLC01Quest01 so I recommend that you DO NOT use the console to get this armor.
I decided that Brisa is not allowed in the 'Hole'.


New things are added thanks to feedback from users!

MAIN FEATURES (Version 1.30):
1. Brisa gets 'level-up' points every time the player levels up. You apply these points to her four support and seven combat skills as you see fit. If you enable the mod late, you get enough points to 'catch up'.
2. Brisa can read skill books with the player. If the player has the comprehension perk, this is taken into account. You give her the book, and she 'processes it' and applies the point to herself and point(s) to the player.
3. She can read pre-war books - at a cost. The player can choose which of her skills to apply it to, and the book disappears. Or the book can be applied randomly to a skill, and the player gets it back, but it will only be worth half the caps for a certain side quest, and no XP. The Pre-war book applies to the skillbook count for the skill it is applied to.
4. Her support skills: You can apply points to Medicine, Science, Repair, and Lock picking.
5. Brisa can heal the player and herself outside of combat, and apply first aid and chems during combat (no limb healing in combat).
6. She can Hack terminals and activate it to the player. She can get you to the main menu, or to debug mode if you want to solve it yourself. An Activation perk on the player facilitates this.
7. She can repair equipped armor, weapon, and helm on the player and herself.
8. Brisa can pick locks. An Activation perk on the player facilitates this.
9. Brisa's combat skills: You can apply points to the five weapons classes, unarmed and sneak.
10. Weapons classes each have one or more minimum skill requirements before a particular weapon can be used. For example, Brisa cannot use an automatic rifle until her skill level in Small Guns is 35. See below for full details.
11. Weapons control system. Weapons are locked by default to prevent looting behavior. Two weapon glitches - 'wristwatch weapon', and 'doubled weapon' are detected and corrected. Weapons lost by Brisa during combat are replaced. The original weapon that you gave her is left untouched in one of Brisa's three 'weapon slots'.
12. A combat script strongly influences her behavior during combat in such a way that she will remain in the vicinity of the player and not 'run off to go kill something'. I hesitate to say 'control' here, but it generally works. Separate sections for Vanilla and FWE to account for AI changes.
13. Combat search behavior is throttled after a timer. Most of the time the player will be in the position of determining when a combat engagement will occur and will usually detect enemies before she will.
14. During combat, a menu appears when you activate her to avoid interrupting her AI. From this you can apply first aid, access her backpack, etc. See COMBAT MENU below.
15. Brisa has a Black Wolf Backpack (see credits), with configurable weight limits of 50/75/100 lbs. You can also show or hide it. Wearing power armor doubles the backpack limit. Brisa's personal carry weight limit base is 140 1bs, and will increase a bit as her strength increases (using Buffout or a stats increase).
16. Brisa's S.P.E.C.I.A.L. stats increase in various ways depending on experience in combat and support skills. (Except Perception - this is used to help control her combat behavior, and Charisma, which is not used).
17. Brisa can use Buffout, Med-X, and Psycho. The effect of Psycho on her is different than for the player - it adds +2 to Critical Chance. Med-X also sets 'ignore crippled limbs' for her. Drug effects last for 10 real minutes.
18. Stat tracking and maintenance - almost all stats that can apply to an NPC are tracked by script and 'Forced' to these scripted values. They are forced in order to negate the 'object effect stacking bug', which 'stacks' the same effect over and over on your follower as you access their inventory. For example, you give her armor that has a +1 critchance effect. You access her container 10 times, the effect is now +10. You move to another cell, it's back to normal, etc. By forcing her stats, I am able to make something playable out of this. The tradeoff is that armor and weapon enchantments have no effect on her.
19. Menus to view her Combat and Support skill progress. Menu for viewing crucial stats - health, weapon health, DR, AR, carry weight, etc.
20. In-game help menus for Weapon system and skills requirements, Medicine, Repair, Hacking, and Lock picking.
21. Healing options - choose one - heal when player sleeps, heal after combat, or (default) have her take a "power Nap' - you can have her sleep in any bed/mattress/makeshift bed that the player is nearest. A nap is 60 seconds real time. Reflect on your strategy while she sleep-heals. If you leave the cell she is in, the nap will be 'interrupted'. She must sleep for 60 seconds for the healing to be applied.
22. Brisa is not marked as essential as this detracts from game play due to the full healing after combat (and also DURING combat) of essential actors. But she is revived by default if she goes down in combat. There are several options for this in her options menu. One of the options is to make her essential if you want.
23. Take her with you to Tranquility Lane. Don't tell her to wait - just let her follow you up to the pod, and get in it (not her, YOU get in the pod;)
24. Take her with you through vault 87 and Raven Rock.
25. DLCs - Operation Anchorage Plugin - Integrates her seamlessly into the simulation. Broken Steel quests and Adams AFB are no problem if you don't mind her standing in the Vertibird at the end. Point Lookout is also no problem if you don't mind her standing in thin air as the boat arrives at the dock and then moves to a position where she ends up standing right next to you ;) No doubt she will follow you through the other DLCs but her presence would be out of place going in fully equipped and I have not tested them. Her quest script will place her anywhere you go as long as she is following. If she gets too far behind (5000 units) the script will teleport her too you.
26. I've tried to focus on game play and immersion in this mod, and compatibility with my favorite 'overhaul mods'. The next two items are an exception to this.
27. Goofing off - You can turn on 'Player Replenish Ammo'. Brisa will provide a few hundred rounds for the Small Gun or Energy weapon currently equipped by the player. Off by default.
28. Auto Ammo - You can turn on auto ammo for Brisa, for Small Guns and Energy Weapons (not Gatling). It's a better game with it off, though. You really don't need this option with one follower, even when playing FWE or Arwen's Realism Tweaks (ART). It's on by default for Vanilla and FOOK2. Off by default for FWE and ART. Auto-Ammo for Big Guns is too game breaking and I have no intention of adding it.
29. A teleporter. I had hoped to avoid this but there are times when a follower will just get stuck, and you can't get 5000 units away from her for the quest to move her. It's main use is for when she is stuck in interior cells, the navmesh is problematic, or scripted doors block her.
30. Lip-synced Voiced dialog. Her follower menu dialog is fully voiced, using resources from Fallout-MenuVoices.bsa and Fallout-Voices.bsa. Other dialog that is triggered by quest events or a particular situation, are not voiced.
31. A custom race for the purpose of having brown eyes and clean teeth (see credits). In case you didn't know, the texture for brown eyes is missing from vanilla Fallout 3. There is no mesh/texture replacement for her body included in this mod.
32. A Facegen preset for the player. The screen shots were taken with Project Beauty installed so Brisa's appearance reflects this change with its face texture replacer.
33. Idle chatter with a option to set the frequency or turn it off
34. Four passive modes. In her Tactics menu, ask her to not engage unless: Player fires weapon, Player is getting hit, Enemy is real close (9 ft), or don't fight at all.
35. Ambush modes: 4 modes based on distance: 25, 50, 75, 100. A 5th mode to 'stay out of the fight' and sit quietly. This last mode will also stop her from fighting if she is already engaged.
36. Optional XP awards for her kills. You set the percentage that the player gets, based on the current Gamesetting XP rewards.
37. Tell her to sleep in any bed until you wake her. Similar to the power nap, and will heal her, but you can also leave the cell she is in.
38. Hot keys. One hot key brings up a menu (see below). Other hot keys for switch weapon, Access BackPack, and Fallback. You set the keys to whatever you want.
39. Camping. You can ask her to set up camp anywhere, though make sure there is room for a campfire, a mattress, a chair or stump, and invisible floor-sit markers by the campfire. These items will spawn when setting up camp. Sandboxing companions will use these items also. Activate the campfire to break camp, which removes the spawned items after causing your sandboxing companions to get off the furniture.
40. Cooking. The campfire can be activated to cook a few items. Certain cookware needs to be in Brisa's backpack along with the ingredients. The food items heal some over time. They can't be tied into a PN module without a CP plugin, though.
41. Camp-Relax. Ask Brisa to relax when camping. She will use the furniture and sleep at 11pm. If you wander off and get into combat mode she will get up depending how far away you are.
42. Loosely managed apparel. The system tracks five regular outfits, plus one outfit for swimming and one outfit for sleeping. By 'Loosely managed', I mean that the current outfit that she is wearing is not strictly enforced and you can change whatever you like in the normal way through her personal container. When you switch to another outfit, whatever she is currently wearing is stored in a remote locker for that outfit, and whatever is stored in the locker for the next outfit, is moved to Brisa. You can manage the contents of these 7 lockers through her top-level dialog 'I want to manage your clothing'.
43. Stealth mode. When her science skill is 35 or greater and her sneak is 50 or greater, she has the ability to extend the player's steath field, and will go invisible when the player is invisible. Works when the player uses a Stealthboy or any stealth armor that the player may be wearing. This can be turned off in the options.
44. Lite-Em Up. When her Energy weapon skill is 50 or greater, her combat target is 'lit up' with an amber shader if she is using an energy weapon. This can be turned off in the options.
45. Bloody mess. If her Big Guns or Explosive skill is greater than 50, she will have the bloody mess ability if she is using these weapon types. This can be turned off in the options.
46. An aid item in the player's inventory will move the player to her location if she is within 25 feet. Use it if you are stuck. Avoids needing to use the console and TCL.
47. She performs some random idles when following or waiting.
48. Sits when the player sits, and numerous other little things that enhance immersion when entering dialog from sneak, sit positions, etc.
49. With the hair plugins, change her hair and hair/eye color. Hair style is changed in-game. Hair/eye color is changed by selecting one of 16 hair preset plugins. The hair plugins make it easy to use the Geck to customize her race any way you like - Hair, face and body textures and meshes, etc.

HOT KEY MENU:
1. Wait here - non combat wait. Range is same Cell/5000 Units. For combat wait, use 'Ambush', under 'tactics'
2. Let's go - Cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units.
3. Support Skills - Medical and Repair (lock and Hack skills have perks). (Range 25 feet. She will walk to you). During combat cool-down, this option is not available.
4. Open Backpack - (Range 200 units - 9 Feet)
5. Let's Talk Tactics - Enters dialog with her from up to 25 feet in the Tactics Menu.
6. Switch weapon - Range is same Cell/5000 Units.
7. Fallback to Me - Initiate fallback during combat (or non). Also cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units. Triggers the combat cool-down timer. There is an indicator that let's you know this is active.
8. Show Me Your Status - (Range 200 units - 9 Feet)
9. Let's talk - Activates dialog from up to 25 feet away.
10. Exit.

Combat Menu Items:
1. First Aid - this opens a sub-menu for chems and stimpak application. When applying stimpaks, there's a delay until the menu comes back up to allow bullets from the enemy to come through.
2. Stay Close - Triggers a guard package around the player with about a 12 foot radius. Disabled for FWE since she runs guard packages for FWE combat exclusively. Available in the Tactics menu, though.
3. Stand Down - The combat menu stays active for a period after combat is over. This option will appear to let you time it out sooner if neither Brisa nor the player is in combat.
4. I need Ammo - If 'Player ammo replenish' is turned on, get your ammo here.
5. Wait/Ambush Here! - you can tell her to stay out of the fight (she will stop fighting at this point and stay put). Or wait to attack with various distance settings.
5. Let's get out of here! - Sometimes you need to run away, and it's frustrating when a follower won't run away with you. This makes her flee with you. You can activate her again to stop fleeing and fight from a better position, or just let it time out after you are away from danger, and are licking your wounds.
6. Open Backpack - You can access her backpack to give her ammo, get your Fatman, etc.
7. Switch Weapon - If she is using an inappropriate weapon, you can have her switch to another slot quickly without disturbing her AI. The proper weapon for her to use in a given situation is left up to the player. You have to remember what weapon is in a particular slot because there is no way to display a string value in Fallout 3 scripting.
8. Talk - Not recommended when she is snarling, but enters dialog. FYI - Her personal container is not available when SHE is in combat.
9. Exit - Leaves the menu.

IMMERSION:
Things in this mod that I think enhance immersion:
1. When you are both sneaking and you talk to her, she remains in sneak mode and enters dialog.
2. She performs animations when hacking wall terminals, desk terminals, picking locks, medical treatment, and repairs.
3. When Brisa gives medical treatment, it HURTS (during non-combat triage).
4. Power naps.
5. Close combat partner.
6. Chatter
7. Camping

KNOWN ISSUES:
1. An armor or weapon item from another mod that does not have a repair list will cause a CTD if you try to repair it. The only fix (work-around) for it is a CP patch to exclude the item from the repair script. This is a FOSE issue.
2. This is not an issue, just an FYI: When her weapons are locked, you can't take them out of her inventory. If you try, it will click and then it will look like there are two duplicate weapons. This self-corrects when you exit her inventory.

Cleaned with FO3Edit.

CHANGE LOGS:

July 16, 2019

Changelog for Version 1.36
Fixed - Brisa's 'player combat target' code to exclude teammates, friendlies, etc.
Fixed - The 'fighting with other companions' problem should be fixed for good now.
Added - Now provides a modified JIP-Brisa plugin if you have that mod installed (make sure it overwrites the JIP stock plugin).
Fixed - Got rid of 'isXbox' conditions for disabling certain things.
Added - 'IgnoreCrime' and 'IgnorFriendlyHits' to all hire setup and to startup scripts.

March 10, 2019

Changelog for Version 1.35
Change - Removed 'can be all races' from main plugin and 48 optional hair plugins.
Change - Some eyes in the 'Hairday' plugins to my preference (Yoshikinakota).
Change - Repackaged the DLC update into main installer.
Change - Repacked the BSA using the new BSARCH tool (Thank you Zilav)!
Added - FaceMod and BodyMod textures export from Geck for better performance and to prevent pale-face issue when bLoadFaceGenHeadEGTFiles=0
Added - JIP CCC compatability for passive mode. Brisa's built-in passive mode is disabled and uses the JIP CCC mode.

November 2, 2013

Changelog for Version 1.3
Change - Converted Brisa to a non-vanilla voice type for better compatability and preparation for TTW patch.
Change - Normalized all voice clips. Regenerated lip files for all voice files using the GECK.
Change - All assets in a BSA file.
Change - XP reward option now awards XP for all followers kills (if Brisa is following). Stops if RHKFollowerXP is loaded.
Change - All skills start at 10, default levelup points at 10 (with new install only). Option range is 5-35 in 5 point steps.
Change - Re-worked all hair plugins
Change - Merged two FWE compatability plugins.
Fixed - Faction problems with creature followers when she is passive
Fixed - Brisa will now be an animal friend when the player has this perk, even if she is passive.
Fixed - bug with some Hair day plugins
Fixed - bug if you are outside and the locked object is on the other side of a cell border from you, the LP perk fails.
Fixed - Camp reset - if camping REFs are no longer valid, the script still work.
Fixed - Now pre-war book reading won't apply to skills that are maxed out and waste the book.
Fixed - Skill book reading now uses Player's PermAV. Also fixed out of bounds logic so messsages are accurate when skills are near/at 100.
Fixed - Auto-unequipped helm migration to other clothing slots. I think.
Fixed - Chatter about nearby enemies when sneaking, even if the sneak-chatter-off option was active.
Fixed - Level up cap not working so you would get stuck in the point assignment screens.
Fixed - Melee weapon value not valid without opening the optional melee container first.
Added - More voice clips, to reduce her monosyllabic responses and to add more variety to her OOC dialog and chatter.
Added - Options to reset her scripts if there is trouble.
Added - Tactics dialog option - stay close or not so close, during combat.

DLC Notes:
The DLC plugin requires all five Fallout 3 DLC's.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.

Point Lookout Notes:
Change - Replaced DLC04CapitalDuchessTravelActivator "Passenger Cot" [ACTI:0400845B] so as to run my own script (Enable parent to disable the vanilla one).
Change - Bog doors will now let any follower through (if GetPlayerTeamMate is true) - edit to DLC04BogDoorSCRIPT. Yes - take her with you in the Bog!

Zeta Notes:
Change - DLC05HealingArchTriggerScript - So Brisa can overload healing arches (SCI >= 75), and they heal her as well as the player if she is close enough.
Change - Alien Epoxy added to Brisa's generic spare part list for weapon/armor repair.
Change - Combat and Medical menus seamlessly integrate Adapted Biogel (made by Elliot).

Pitt Notes:
Talk to Brisa and ask her to find some slave rags - AFTER you have disguised yourself. The slave rags have a script on them that set stages for the Pitt DLC01Quest01 so I recommend that you DO NOT use the console to get this armor.
Change - SteelMill03to04REF changed to RHKBrisaDLCPittArenaPipe01 with a script added to make Brisa wait outside the 'Hole'.
Change - To DLCPittEntranceDoor01SCRIPT allows for Brisa's seamless entry to the Pitt Market Square whether the player is ambushed or not.
Change - A result script in two of DLC01MexREF's GREETING INFOs (player posing as a slave).

June 18, 2011

NEW for Version 1.2
1. Camping. Brisa can spawn a campsite with campfire, mattress, tree stump chair (or regular chair if inside). Yes, you can camp indoors - everyone else does. Make sure you activate the campfire and 'break camp' when leaving. You won't be able to set up another camp till you clean this one up. There is a delay before everything disappears to allow the script to bump other followers off of the furniture before disabling/deleting it.
2. Cooking. When camping, upon activating the campfire, Brisa can prepare a few of her special recipes if you have the required cookware and ingredients in her backpack. The food items heal from 30-40 HP over 10 seconds, and are better that the sum of their parts. Brisa will perform an animation at the campfire when you ask her to cook. This animation is limited to once every game hour, but you can cook as much as you want if you have the ingredients.
3. Brisa's weapon system now locks her current weapon so she doesn't even try to loot them. This is turned on by default when you activate version 1.2. Weapons unlock when she is relaxing, sleeping, or swimming. For the most part they are always locked when following and in combat. When you ask her to switch weapons, there will be a second or two when the weapon will be unlocked to let the system settle before locking the new weapon. In her weapons menu, you can toggle this mode.
4. No duplicate weapons allowed. A slot will not accept a weapon that she already has in another slot. This allows the weapon script to be simplified quite a bit, and made room for the locking code.
5. Passive modes expanded into four modes. You can ask her to not engage unless: Player fires weapon, Player is getting hit, Enemy is real close (9 ft), or don't fight at all.
6. Ambush modes revamped: 4 modes based on distance: 25, 50, 75, 100(sniper). A 5th mode to 'stay out of the fight' and sit quietly. This last mode will also stop her from fighting if she is already engaged.
7. The ambush and passive modes are mutually exclusive and they cancel each other without a warning, but in passive modes the crosshair is red on her when sneaking. 'Show me your status' shows the current mode she is in.
8. Combat skill abilities. Stealth field, Target shading, Bloody Mess. See items 43, 44, and 45 in the Main Features section.
9. Passive mode added for the Escape quest in case you wanted to escape without killing anyone. Either tell her when you first meet her in the Atrium, or just talk to her if she is in combat and tell her to stop fighting.
10. You can ask her to sleep in a bed you are standing nearest, until you wake her. You can leave the cell she is in when she is sleeping this way.
11. Brisa carries a token with scripting to detect if she has been hijacked (In non-essential mode, 'killed', disabled and replaced) by another mod. The token recovers her items and re-enables her so she can revive normally.


NEW for Version 1.1
OPERATION ANCHORAGE
1. Compatibility patch makes Brisa fit seamlessly into the simulation - REQUIRES MAIN FILE VERSION 1.1 (And the DLC, of course). Please see the README included with the plugin.
MANAGED APPAREL
1. Loosely managed apparel. The system tracks five regular outfits, plus one outfit for swimming and one outfit for sleeping. By 'Loosely managed', I mean that the current outfit that she is wearing is not strictly enforced and you can change whatever you like in the normal way through her personal container. When you switch to another outfit, whatever she is currently wearing is stored in a remote locker for that outfit, and whatever is stored in the locker for the next outfit, is moved to Brisa. You can manage the contents of these 7 lockers through her top-level dialog 'I want to manage your clothing'.
NEW PASSIVE MODE
1. A 2nd passive mode, based on the proximity of enemies. In this mode, she will stay passive until enemies are within 9 feet of her. Access this through her Tactics menu.
NEW WEAPON SLOT
1. A 4th weapon slot has been added for Melee/Unarmed Weapons. If a qualifying weapon is in this slot, it replaces her built-in melee weapon. If the option to mimic the player using melee or unarmed is turned on, she will also use this weapon. If you empty this slot, her built-in melee weapons return.

VERSION 1.1 FIXES/CHANGES:
1. fixed intermittent failure of wall hack anim to play, and failure to stop under certain conditions.
2. Disabled dialog for setting/reseting passive mode until combat cool down timer completes.
3. More robust and consistent handling of Vault87/Raven Rock. All items are safely stored, and restored after capture. Weapons quest startup issue fixed. Added some dialog at certain points.
4. Level-up checks to see if player level was actually raised. Addresses an issue for some Perk Mods that use the level-up menu mode.
5. Wait package changed to Guard.
6. Semi-major overhaul of weapon script. Corrected bug that would trigger constant glitch checking if two weapon slots had identical weapons. Grenades and thrown explosives are now handled properly as both weapon and ammo. Fixed a bug in unarmed that wouldn't allow anything unless skill was at least 35. Fixed some issues with melee mimic.
7. Regenerated some LIP files.
8. Fixed idle animation selection formula. Should now be more random instead of nail-biting alot.
9. Lock picking - bobby pins, hammer, and butter knives can now also be stored in her backpack.
10. Substantially reduced scripting overhead during the MQ11 march from the Citadel to Project purity. The Companion XP and passive mode quests are turned off during this time. Other things are slowed. It made a big difference on my modest computer.
11. If her medicine skill is of the McCoy rank, 'Team Heal' will heal all companions in the current cell, using just one stimpak.
12. Stopped using armor tokens to mark dead actors for kill counts and XP, since there seems to be a CTD potential under certain conditions (possibly mod related), especially with Enclave. Switched to using an actor value to track dead guys.

Version 1.0 Fixes/Changes/Additions
HOT KEYS:
1. You can set hot keys under 'Let's talk about some things'. There is one hot key that will bring up a full menu. You can also set hot keys for a few individual things - Fallback, Open Backpack, Switch Weapon, and Tactics. The hot keys are like a Greeting bypass for some things, control panel for others, but they're not 'Remote Controls'. I wanted this to still be interactive with her when possible, so the Hot key items have distance limits on them. The hot key is your voice when you are out of activation range of her. For some items, in interior cells, you must be in the same cell. For exterior cells, you must be within 5000 units or nothing functions. (She can't hear you). Obviously you can't open her backpack or examine her status unless you are close to her. I figured 25 feet was far enough for discussing things in dialog. If you are out of range, you get a message so there is no doubt.

HOT KEY MENU:
1. Wait here - non combat wait. Range is same Cell/5000 Units. For combat wait, use 'Ambush', under 'tactics'
2. Let's go - Cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units.
3. Support Skills - Medical and Repair (lock and Hack skills have perks). (Range 25 feet. She will walk to you). During combat cool-down, this option is not available.
4. Open Backpack - (Range 200 units - 9 Feet)
5. Let's Talk Tactics - Enters dialog with her from up to 25 feet in the Tactics Menu.
6. Switch weapon - Range is same Cell/5000 Units.
7. Fallback to Me - Initiate fallback during combat (or non). Also cancels Wait, sandboxing or Ambush. Range is same Cell/5000 Units. Triggers the combat cool-down timer. There is an indicator that let's you know this is active.
8. Show Me Your Status - (Range 200 units - 9 Feet)
9. Let's talk - Activates dialog from up to 25 feet away.
10. Exit.

XP AWARD FOR BRISA'S KILLS
1. An option has been added to enable XP to be awarded to the Player for Brisa's kills. You have to turn it on - it is off by default. You can select 0/25/50/75/100 percent to award to the player for Brisa's kills. The script reads all the gamesettings having to do with creature/NPC awards depending on their level and also the game difficulty modifier, so the awards will be consistent with overhaul mods that change these values. The Gamesetting that requires you to do 40% damage (FWE - 25%) before the game engine awards you XP has NOT been changed. BTW when this happens, the Player does not necessarily get recorded as the killer - it's whoever caused the last bit of damage. Instead, the script constantly monitors the area for Player/Brisa kills and takes the excess of XP from the 40% kill XP into account. The excess left over from Brisa's kills is awarded to the player. You don't have to cause any damage at all or record a hit on Brisa's foes. Much like Fallout NV is doing. After activating the feature, you may hear a cha-ching after traveling to a cell that has dead actors that were killed by Brisa, as they are counted for the first time - one caveat to this - there's no way to know at a later time if the player did 40% damage to one of these actors, yet Brisa made the kill shot. In this case the player will be awarded XP again for the same actor. So if you have a mod that re-spawns cells, I would recommend that you wait for the respawn period (usually 4-8 days) at home base to minimize this issue when activating the XP feature.

PASSIVE MODE:
1. In Tactics, you can ask her to enter Passive Mode. In this mode, she will ignore enemies or potential combat threats until either the player fires a weapon (in combat) or the Player takes two hits (losing health). If the Player's health is below 30%, one hit will suspend Passive Mode. When Passive Mode is suspended, she will be in her normal mode, the crosshair will be normal UI color when sneaking, and depending on her detection of enemies, may enter combat, but she won't necessarily aggro on the enemy you took a hit from, or 'go nuts'. When Brisa is in Passive Mode, the crosshair will be red on her when you are sneaking. Sometimes you will see 'Pickpocket', but when you move away and bring the crosshair back to her, it will be 'Talk'. The script changes this descripter when she is in Passive Mode, but the display doesn't refresh unless you move the crosshair away, then back. It will time out and change back to 'Pickpocket' after 60 seconds, unless it's refreshed by bringing Brisa back into the crosshair, or if you turn Passive Mode off. If you are sneaking around other Actors, just be aware that it really is Pickpocket! After combat, Passive Mode will resume until you ask her to not be so passive. Credit goes to Tarrant for figuring out how to do this for the Fallout NV Vanilla followers. I've applied the same technique here somewhat in my own way.

POWER NAPS AND SLEEPING:
1. Finally identified a bug in the powernap script where if you were not close enough to a bed, but close to another type of furniture, the script would malfunction.
2. Fixed an issue with canceling the power nap if the player cancels it before she gets in bed to sleep or the scriptpackage can not complete for whatever reason.
3. Under 'Let's talk about some things', you can ask her to sleep in whatever she is wearing at the moment (upperbody slot only). When at home, during a power nap or relaxing - sleeping package, she will change clothes. The item must remain in her personal container.

RELAX HERE:
1. Fixes an issue where she wants to go home and sleep when it is between 11pm and 5am, you are not at home base, and you ask her to 'relax here'.

PERKS:
1. Added a perk for the player that pops a menu up when activating a Terminal. You can then ask Brisa to hack it. You can still ask her to hack a terminal in dialog too. Added options under support skills to add/remove the perk.
2. Added a condition so the perk pop-up doesn't appear if she is not in the same cell as you are.

FWE COMBAT:
1. After repeated failures to get Brisa to Travel with 'Continue during combat' when fallback was triggerd, I ripped out the 'fallback' code and replaced it with something new that I learned to make her 'passive' for this to work reliably. (Again, thanks to Tarrant). The trade-off is that she will not fire her weapon when falling back, just have it at 'alert'. Also she doesn't get hit during the fallback travel distance. This extreme measure isn't required for Vanilla Fallout, but there is an option to turn it on anyway(for hot-key fallback only).

OTHER COMBAT:
1. Added 'ForceSneak' so that guard packages for FWE and Vanilla don't look so out of place when the player is sneaking.
2. If she is out of stimpaks, you are warned once. (combat or not).

OPTIONS MENU:
1. Under 'Let's talk about some things', then 'Let's set some options', 'COMBAT and XP' has options for XP awards, and for enabling FWE fallback for non-FWE setups that might have issues with fallback.

Update for version 0.95 [Beta] October 21, 2010
Version 0.95 Beta Fixes/Changes
1. Made a change to combat script so certain parts are skipped when player is in another cell and she is not following - a guard package was being triggered under certain conditions.
2. Added upper bounds checking to skill values (100) when applying skill books and pre-war books to skills.
3. Support progress - Medicine skill now shows correct rank.
4. Added some random idles for when she is waiting, following or sandboxing.
5. She will sit when the player sits if suitable furniture is available and is not owned, and is within a certain radius of the player.
6. Added code for out-of-combat healing if she has stimpaks in her inventory and health is 40% or she is crippled. Uses one stimpak for full health restore.
7. Figured out an acceptable (to me) formula for her armor DR, based in it's condition. There will be small discrepancies between some items - if they are low DR items or low condition. Added the remaining biped slots to Brisa's DR calculation. Also, now her backpack only adds DR when it is visible.
8. Added Wait/Ambush feature under her 'Let's talk tactics', and on her combat menu. You can ask her to stay out of the fight, or wait in ambush with average or full confidence. This sets an ambush marker at your current position. If she enters combat, she will not stray far from the marker. Don't draw enemies toward her position when you ask her to stay out of the fight - she won't fight and may end up down if there is nowhere to flee. If she flees to another cell, she will be moved back to the ambush marker when the combat end timer expires. There is a 'Travel during Combat' package that runs when she strays too far from the ambush marker. Though this package isn't used when you tell her to stay out of the fight. If you have to flee yourself, teleporting her to you will cancel ambush. Otherwise, talk to her and 'let's go', or if in combat, the 'wait/Ambush' option can clear it, or change it's conditions.
The ambush radius is dependent on the range of the current weapon she is using. If you ask her to attack if an enemy gets to close, she will pick among four ambush packages, starting at the top:
Weapon Range > 1900, ambush radius 2000
Weapon Range > 1400, ambush radius 1500
Weapon Range > 900, ambush radius 1000
Weapon Range > 400, ambush radius 500
There has been some confusion with her 'wait here please' menu item. This is not a combat wait option. If she is close enough to where you are combating and aquires a target, the wait will cancel and following will resume after combat. The Ambush/Wait option will not cancel until you cancel it (or teleport her, or she goes down in combat).
9. Added sneak and unarmed to the 'show combat skills progress' menu. An oversight - the points you assigned to these were always there, and had an effect, though.
10. Improved the flow of removing her Pipboy.
11. Capped starting level-up points at 400 for those that start this mod at level 17 or above. Added upper limit of 1100 skill points checking. Sometimes you overlook the simplest things.
12. Fixed weapon selection in the event the current slot ammo is gone and the next available slot has type 0,1 or 2 weapons (unarmed and melee).
13. Added an option in her weapons menu to not allow her to use looted weapons. She will still loot - this is built into the game engine - but the weapon will be thrown in her backpack and the player will not have to intervene.
14. Hopefully squashed a bug that causes a younger Brisa to be found in the wasteland.
15. Now removes any biped slot 10 hat when not in combat - not just power armor.
16. Fixed an issue - some weapons have a type different from the skill required. The Skill required and her skill level now primarily determines whether she can use a weapon. (mainly corrects for some Big Guns and Energy Weapons)
17. Idle chatter - Made an option menu to set the frequency of chatter - the full range from chatter-box to bashful.
18. Fixed a bug in the Powernap script dealing with ownership and bed selection.
19. She can now use weapons in the Unarmed class like power fists and brass knuckles depending on her skill.

FWE Notes:
Brisa's combat script runs a different section of code if FWE is detected as loaded, since AI changes a great deal from Vanilla.
1. Play-testing FWE alternate start as a wastelander worked fine. Brisa came looking for me. Though a CP would make it 'fit' better, with a different introduction.
2. Due to NPC AI gamesetting changes, the 'continue during combat' flag in travel packages seems to be ignored some of the time, so falling back to the player or the ambush position may not happen as expected. To try and compensate for this, the combat script drops her confidence in steps, the longer the fallback is ignored, to try and break her away from Terminator-type engagement with the enemy. This new section of code is experimental.
3. You can turn off the new section of 'fallback/flee' combat code if you prefer it the way it was in the last version (just guard packages). In the options, FWE combat Setting, disable it.

Update for version 0.93 [Beta] September 12, 2010
0.93 Fixes/Changes:
1. Went through CG04 script and fixed bugs relating to hiring/rejecting her. Changed exit sequence so that it is not reliant on scriptpackages through cell changes and moveto's.
2. All of her menu options are available when you hire her inside the vault now. (except firing and set home).
3. Re-examined and re-did her faction membership and edited all scripts and result scripts that involve this. It is now set up like the vanilla followers. Removed her from the player faction unless she is not hired.
4. Added code to check (if she is hired), whether her teammate status has been altered by another mod and fixes it.
5. Added code to check if she has the player as a combat target when she shouldn't, and resets her. (this may be redundant to the faction fixes above).
6. Fixed intermittent problem where desk-hacking anim wouldn't play.
7. Fixed bug where variable didn't get reset after MS16, causing the combat script to be disabled, and to not time-out the combat menu. This would also cause her not to revive if disabled.
8. Added idle chatter with some of it specific to location, time of day, player in combat, or her health. On by default, can be toggled on/off in the options, under 'Let's talk about some things'.
9. Level-up message - Turned off the message if you are not in same cell as her. But the points will still be there.
10. Changed power-nap script to reflect the faction changes. When ownership of a bed is taken, it is cleared rather than set to the PlayerFaction.
11. Added option to turn off/on her mimic of the player when switching to melee - find this under 'let's equip your weapons'.
12. Added an Off-limit list of items that can not be repaired because they have no repair list. Just testing if they have a repair list will cause a CTD. This is a FOSE problem and the best I can do is make a list of known armors/weapons that have no repair list and have my script avoid them. The list I made only applies to Vanilla items, since I am not using any DLCs as masters, and don't have any DLC plugins yet. For example, the Winterized T51-b power armor from OA has this issue and I have no work-around for it. Other mods are beyond my control, but in my opinion, a properly made armor or weapon mod has a repair list for it's items.
13. Changed startup scripts for some alternate start compatibility. Checks for CG04 quest objective 80 completed in addition to certain stages set . You have to leave the exterior vault101 area before she will come looking for you. Just walk to Springvale or something if the alternate start mod starts you off outside the V101 entrance.
14. Brisa can use stimpaks on herself if you put them in her personal container. They are no longer removed by the script.
15. Fixed result scripts for trading pre-war books if you have mixed Pre-war/Pre-war (read) in your inventory.
16. Fixed messages for reading pre-war books so they reflect how many are read if more than one are applied at the same time.
17. Fixed the conditions in dialog for the 'Player ammo replenish' so it appears now.
18. Fixed missing eyes for the RHKBrisaCG03 NPC.

Initial release Version: 0.91 [Beta] August 30, 2010
END - CHANGELOGS


============ MORE DETAILS =============

TOP LEVEL DIALOG MENU:
There are quite a few dialog options that appear when certain conditions are active - player has books, medical treatment is needed, Level up points, etc. These will always be at the top when you talk to her.

STANDARD TOP LEVEL DIALOG MENU:
Note: During a certain point of the escape, you can hire her but many of these dialog options will be disabled until you have left the vault.
1. Let's go - If she is waiting or kicking back, this will cause her to follow.
2. Wait here, please - She will wait, no sandbox. If you are in a combat situation, it will cancel if she engages a target and she is in the same cell as the player. If the player's HUD is red, she will wait in sneak mode.
3. That was it, thanks - Leaves the dialog menu.
4. Show me your status - Shows up to 5 pages of her status and stats, beginning with health and current ammo count.
5. Open your backpack, please - This is disabled during the repair script because of the inventory functions operating on the backpack container.
6. I need your support skills - This is where you ask her to do repairs, hacks, lockpicks, and medicine. Some options may not appear if her skill is too low. Also, you can view her progress in her support skills.
7. Let's equip your weapons - This is where you equip her three weapon slots, plus view her combat skill progress, and other weapons options.
8. Let's see your equiptment - This is her personal container where you give her armor or stuff to carry. If you want to put weapons in here to carry, make sure she doesn't have ammo for them. This option is not available when she in in combat.
9. Stay close and alert - Enables a guard package around the player. When you speak to her again, you will see a dialog option to cancel it.
10. Let's Talk Tactics - You can set following distance, fallback distance. There is no option for Melee/Ranged combat style because this is set by script depending on what type of weapon she has equipped.
11. Relax here for awhile - Typical sandbox package. If she is in the cell that you have designated as 'Home Base', she will sleep at 11pm if there is a bed with no ownership or owned by the PlayerFaction. She will fully heal if you let her sleep for 60 seconds or more.
12. Let's talk about some things - From here, set 'Home Base', send her to home base, the Options menu, or Fire her.


READING BOOKS:
Readable books must be in the PLAYER's inventory. This will trigger dialog options when you talk to her. Also, see compatibility notes, below.

COMBAT MENU:
This is a combat context menu that appears when Brisa's 'On Start Combat' script block is triggered. It also triggers a timer that does not reset until both Brisa and the player are no longer in combat.
FYI - the game engine considers you to be 'in combat' when the indicator at the TOP of the screen is red. You don't have to be shooting. The player will almost always be 'in combat' before Brisa is.

Combat Menu Items:
1. First Aid - this opens a sub-menu for chems and stimpak application. When applying stimpaks, there's a delay until the menu comes back up to allow bullets from the enemy to come through.
2. Stay Close - Triggers a guard package around the player with about a 12 foot radius. Disabled for FWE since she runs guard packages for FWE combat exclusively. Available in the Tactics menu, though.
3. Stand Down - The combat menu stays active for a period after combat is over. This option will appear to let you time it out sooner if neither Brisa nor the player is in combat.
4. I need Ammo - If 'Player ammo replenish' is turned on, get your ammo here.
5. Wait/Ambush Here! - you can tell her to stay out of the fight (she will likely flee at this point, but come back to this spot when it's over). Also wait to attack with various confidence settings.
5. Let's get out of here! - Sometimes you need to run away, and it's frustrating when a follower won't run away with you. This makes her flee with you. You can activate her again to stop fleeing and fight from a better position, or just let it time out after you are away from danger, and are licking your wounds.
6. Open Backpack - You can access her backpack to give her ammo, get your Fatman, etc.
7. Switch Weapon - If she is using an inappropriate weapon, you can have her switch to another slot quickly without disturbing her AI. The proper weapon for her to use in a given situation is left up to the player. You have to remember what weapon is in a particular slot because there is no way to display a string value in Fallout 3 scripting.
8. Talk - Not recommended when she is snarling, but enters dialog. FYI - Her personal container is not available when SHE is in combat.
9. Exit - Leaves the menu.


WEAPONS SYSTEM:
Brisa's weapon system is fairly simple. It consists of three lockers, called 'slots' that you can place a weapon and ammo in. The main thing to get started is to place a weapon in a slot(s), then choose a default weapon slot. She will always try to use this slot if ammo is available. Ammo for any weapon can be put in any slot. To give her more ammo later, just put it in her backpack. If she runs out of ammo, she will pick another slot, starting with slot 1.
A suggestion would be to equip her primary weapon in slot 1, 2nd choice in slot 2, and 3rd choice in slot 3, with weapons that use different ammo.
Weapons use the ammo that is available in her backpack and her personal container. Weapons that use the same ammo type, share this pool. If no ammo is available for any slot, she will use her built-in melee weapon. Unused ammo in her personal container is moved to her backpack.

SKILL REQUIREMENTS:
The weapon system enforces skill requirements for weapons. If Brisa is not skilled enough for the weapon type that you have placed in a slot, a warning message will appear, and the weapon will be left untouched in the slot for the player to retrieve.

[Big Guns]
Minimum Skill Required: 35
Gatling Laser Required: 45
Launchers Required: 60

[Energy Weapons]
Minimum Skill Required: 35
Energy Rifles Required: 45

[Explosives]
Minimum Skill Required: 50

[Small Guns]
Minimum Skill Required: 10
Rifle skill Required: 25
Automatic Rifles: 35

[Melee Weapons]
Minimum Skill Required: 10
Sledge Skill Required: 35
SuperSledge Skill Required: 45
Katana Skill Required: 60

WEAPONS SYSTEM FEATURES:
Weapons that are placed in slots remain unaltered. Brisa uses a copy of them when she has it equipped.
Unique weapons will not be lost. It's possible she will drop a weapon or it will go flying away if her arm gets crippled in combat but a new copy will replace it. The Player doesn't lose weapons, why should his/her followers lose them?
Auto-Ammo is available for Small Gun and Energy Weapon types. Turn this on or off as desired. Any weapon flagged in the Geck as one of these types is supported. When the ammo count for the equipped weapon reaches 50 or less, 500 rounds are added to her backpack. Auto-Ammo is on by default except when certain game overhauls are installed.
Brisa has a built-in melee weapon that upgrades with her melee skill, ranging from the Police Baton, SledgeHammer, SuperSledge, and a Katana by necKros (see credits).
Brisa can share a copy of her current built-in melee weapon with the player.
When the player equips any melee weapon, Brisa will equip her built-in melee weapon as well, unless she is already equipped with a melee weapon from one of her slots.
Weapon use is enforced according to what the player has directed and by Brisa's skill. If the built-in melee weapon is set as default for example, the weapon system will make sure she uses it by taking other weapons away from her that she may pick up during combat and throw them in her backpack.
If she picks up a weapon that she is not skilled enough for, it is thrown in her backpack right away. If the weapon is within her skill range, she is allowed to use it until combat is over - unless the player is enforcing melee. Then it is thrown in her backpack.
Brisa's personal container is closed off during combat because messing around with an NPC's inventory during combat can cause weapons glitches or even freeze up the AI. The combat context menu that appears when you activate her in combat allows you to switch her weapon to another slot cleanly and quickly without disturbing her AI or combat state. It also allows you to give her more ammo by putting it in her backpack. It is left up to the player to determine the best weapon for her to use in the given situation.
When you open a slot that has a weapon, you will see the available ammo for it there also (moved from her backpack and personal container). If you open another slot with a weapon that uses the same ammo, it will be moved there so you can see it. The ammo follows you so you always know what she has available.


SUPPORT SKILLS:

LOCKPICK:
Brisa can open locked containers and doors, if her effective skill is high enough, and you give her a bobby pin.

LOCKPICK SKILL FEATURES:
When Brisa's skill is 15 or above, a perk becomes available and is added to the player. When the player has this perk and activates a locked container or door, a prompt appears with the option for Brisa to pick the lock.
If Brisa's skill is one level below the lock - her skill is between 25-49, and the lock is at 50, for example - you will have the opportunity to take a chance and force the lock. Brisa must have a Hammer and a Butter Knife in her personal container to use in forcing locks. If the force attempt fails, the lock will be broken. There is a chance the butter knife will also be broken.
If Brisa's arms have damage, there is a chance that the attempt will fail, and a chance the bobby pin will break. The lock will not be broken in this case - unless you are taking a chance.
Placing the Vault Utility, Robco, or Red Racer jumpsuit in Brisa's backpack or personal container gives a 5 point Lockpick bonus.
One Experience point is gained for every 20 locks picked.
If the player has not given her enough Lockpick books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps she will undoubtedly have in the art.
Brisa will gain an Infiltrator Ability that will allow her to bypass broken locks when the following conditions are met:

Lockpick skill: 70
Player Level: 18
Intelligence: 7
Locks picked: 100
Lockpick Books Read: 8

OTHER USEFUL INFORMATION:
If Brisa breaks a lock, it will appear as 'Requires Key' when the crosshair hovers over it because of a game engine limitation. However, its lock level will be set to a value that will allow tracking of its original Lock level, preserving it in the event that Brisa obtains the Infiltrator Ability, or the player obtains the Infiltrator Perk.
When you ask Brisa to pick a lock, she will attempt to stand in the same spot and face the same direction as the player did when activating the locked door or container, so move to the side after asking her to pick it. Due to navmesh or other issues, if she is not be able to reach this spot, a timeout will occur and she will perform the pick from where she is at and it will appear strange. Oh well.


MEDICINE:
If Brisa's effective medicine skill is equal to or greater than the player's, then she will be the primary care-giver, and her triage menu's will be enabled. The whole point here is for her to be able to treat the player with medicines at HER skill level, rather than the Player applying medicine to his/herself at a lower level. That's the thing about teamwork.
Brisa's medical skill consists of five ranks, beginning when her skill reaches 25. Each rank has a skill level and 'book rank' requirement before it is granted. Book Ranks are incremented after every fourth Medicine book is read by Brisa. An additional HP restore bonus of (6 * Rank) is also applied whenever a Stimpak is used.

MEDICINE SKILL FEATURES:
Medicines: Stimpaks, Rad-X, and RadAway, will be applied to the Player with BRISA's Medical skill, and the medicines run their default action with more effectiveness because her skill is greater.
Chems can be applied to the Player with less chance of addiction as rank increases. IMO, this isn't very creative and I am open to suggestions for things that are cool, but not over-kill.
Brisa can synthesize her own addiction curing compound when she reaches the rank of SURGEON. You just have to give her the ingredients: Mentats, Nuka-cola Quantum, Detergent.
Medical outfits in her backpack or personal container give a 5 point bonus.
Brisa is not allowed to carry stimpaks and use them on herself. The animation is slow and it looks silly when an NPC is standing there, stimming themselves, while an enemy is firing on them point blank. Any meds in Brisa's personal container are moved to her backpack and can be used in her medical triage menu. The player is responsible for keeping her healthy.

STIMPAK and CHEM USAGE:
Stimpaks and Chems are taken from Brisa's backpack or from the Player, in that order. If a treatment choice is not shown in a menu, then the Chem is in use already, health is maxed out, or that item is not available.

MEDICINE SKILL RANKS: (I'm looking for feedback in making these ranks more meaningful)

RANK 1 - MEDIC
Skill Req: 25 Book Rank Required: 0
Can administer stimpaks and chems during combat. Can heal crippled limbs when not in combat conditions.

RANK 2 - DOCTOR
Skill Req: 60 Book Rank Required: 2
Adds the ability to administer drugs with a 25%% lower chance of addiction.

RANK 3 - SURGEON
Skill Req: 80 Book Rank Required: 3
Adds ability to administer drugs with a 50%% lower chance of addiction. Adds the abiliy to make compounds for curing addictions.

RANK 4 - NIGHTINGALE
Skill Req: 100 Book Rank Required: 4
Adds ability to administer drugs with a 75%% lower chance of addiction.

RANK 5 - McCOY
Skill Req: 100 Book Rank Required: 5
Adds ability to administer drugs with a zero chance of addiction. Can fully heal both player and herself with one stimpak when not in combat conditions. Possibly impossible to attain ;)

RECOMENDATION:
Even though Brisa can become very good with the medicine skill, the Player should not neglect their own skill, and should carry a supply of stimpaks and chems in the event Brisa is disabled in combat.


REPAIR:
Brisa's Repair system is simple. She can repair items that are equipped on the player and herself. You would repair Brisa's armor to improve its condition after a level up and her Repair Skill is increased. The items she can repair are:
Equipped Upper body Armor
Equipped Helm/Hat - Brisa will normally un-equip her helm if not in combat, but will equip it to do a repair.
Equipped Weapon

REPAIR SKILL FEATURES:
The Repair Lists for these items are checked against parts that are available in Brisa's backpack, and then taken from there (in no particular order). All of these 'parts' that can be used for repairs for a particular item are considered equal - whether they are a rifle, conductor, etc. with equal repair effectiveness. Parts are first checked against a list of unique weapons and armor and are skipped if there is a match.
Placing the Vault Utility, Robco, or Red Racer jumpsuit in Brisa's backpack or personal container gives a 5 point Repair bonus.
One Experience point is gained for every 20 repairs.
If the player is standing near enough to a workbench, a 10%% bonus is applied to her effective skill before the Utility suit bonus and Experience bonuses are applied.
The more Repair books you give to her to read, the more effective the parts become - less parts will be needed to repair the item to her skill level.
If the player has not given her enough Repair books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps.
If no game overhaul mod is detected (FOOK2, FWE, or ART), then scrap metal and Abraxo cleaner can also be used for parts.


SCIENCE:
Brisa can hack terminals, if her effective skill is high enough.

SCIENCE SKILL FEATURES:
Brisa's Science skill is 25 upon leaving Vault 101, so she has a bit of a head start on this skill. The player must stand near a Terminal and ask Brisa to hack it. The player can have her unlock it all the way, or just get it into debug mode for the player to finish.
If Brisa's skill is one level below the Terminal - her skill is between 25-49, and the Terminal is at Average, for example - you will have the opportunity to have her take a chance in hacking it. If the hack attempt fails, the Terminal will be locked out.
If Brisa's head has damage, there is a chance that the hack attempt will fail. The Terminal will not be locked out if it is within her skill level.
Placing a Lab coat in Brisa's backpack or personal container gives a 5 point Science bonus. Dr. Lesco's coat gives a 10 point bonus.
One Experience point is gained for every 10 Terminals hacked.
If the player has not given her enough Science books to read to match her skill level, there is a 'hindrance' (penalty) applied due to knowledge gaps she will have in the art.
Brisa will gain the Hax0r Ability that will allow her to bypass locked terminals when the following conditions are met:

Science skill: 100
Player Level: 18
Intelligence: 7
Terminals Hacked: 50
Science Books Read: 8

OTHER USEFUL INFORMATION:
When you ask Brisa to hack a wall terminal, you should be standing at nearly the same elevation that she will be when she's in front of the terminal.
When the player is within 9 feet of more than one terminal, the closest one to the player will be the hack target. Note that 200 game units (9 feet) appears to be a lot closer in-game.
When there is an obstacle in the way of her getting near enough to a terminal, there is a timeout and the hack will occur anyway, and she may perform the animation not even facing the terminal. Rather than waiting for the timeout as she 'spins her wheels', you can speak to her - a dialog option about the hack will be there. You can ask her to please hurry.
Hacking is allowed when the player is in combat - if the magic top middle radar is red, but not when Brisa is in combat.

COMPATIBILIY NOTES:
JIP CCC - Brisa's built-in Passive Mode is disabled with JIP CCC - make sure you have the JIP plugin for Brisa as well. For the 'Trouble on the Homefront', I would suggest you set the JIP setting to 'Always' passive unless you plan on attacking someone.
Skill Book Reading - I plan on a patch for Arwens' Realism Tweaks eventiually. If the ART 'Hard Core' module loaded, Skill Book reading by Brisa is disabled in order to not interfere with the changes to how skill books work in that mod. But she can still read pre-war books.
Due to game setting changes in FWE (I'm not sure which, exactly) a separate combat script section attempts to influence her combat behavior, because her AI packages seem to work differently with this mod loaded.
If you have Arwen's Hard Core module loaded, Brisa's level-up points default to 5 instead of 10. Since she doesn't get any perks or skill books, this seems to be keeping her on par with the player.
This mod does not change any records of the Vanilla followers, and works well with other follower mods, such as Phalanx.
Please do NOT recruit Brisa using the types of mods that can cause any NPC to be a follower - because these mods use scriptpackages that will probably conflict with Brisa's. You could have a mess on your hands and may have to load a previous save to fix it. You can use these mods - just not on Brisa.
EVE - (Energy Visuals Enhanced) - there are many creative ways this mod kills actors. As far as I can tell - some involve disabling the actor and spawning appropriate gore items in the world as well as the vanilla ash and goo piles. Brisa's resurrection scripting can detect the vanilla ash piles, disable and mark them for delete. The Black Ash pile introduced by EVE is actually a container. The kill script moves all of the victim's items into this container and disables the actor. This action is probably not limited to just the black ash pile. If Brisa is revived and has no gear, you will have to find it. Her backpack will not be affected. If you have chosen the revive option 'Don't revive if disintegrated or dismembered', this method of being killed is not flagged and she will be revived anyway.

TOOLS USED:
Geck
Nifscope
Notepad++
Script_Syntax_Highlighter_for_Notepad_plus_plus - By Cipscis
FO3Edit
FO3Plugin
Audacity
TES construction set
LIP Template by Kivan
Zumbs' FOMOD tutorial


INSPIRATIONAL CREDIT:
This mod is inspired by the many follower mods and game changing mods that I have used in the past couple of years. Here are just a few:
Tarrant's Phalanx
EarthBind's LucyWest and Brianna
Chrome Hamster's Clover
Slaveraider and Bittercup by gurk_meja
Kelsey and Jessi Companion by Loxy38
Fallout Wanderers Edition - by the FWE Team
Arwen's Realism Tweaks - by Arwen Eve
Amy Wong - by Grish69

CREDITS:
These items are made by others, and I've used them to enhance this mod:
'Wearable Backpack - BlackWolf Backpack', by HarbingerSP001 - balian - bunsaki https://www.nexusmods.com/fallout3/mods/2553
'Some Katanas', by necKros https://www.nexusmods.com/fallout3/mods/5660
'eyes addon' by Yoshikinakota - Capucine https://www.nexusmods.com/fallout3/mods/298
'Whiter Teeth' by Luchaire https://www.nexusmods.com/fallout3/mods/2579
Fallout Script Extender (FOSE) by Ian Patterson (ianpatt), Stephen Abel (behippo), and Paul Connelly (scruggsywuggsy the ferret). This mod would not be possible without it.
Bethesda - Fallout3 and Brisa's face (modified from a copy of Amata).
Scripting - I learned a lot of scripting tricks on the Bethesda Forums - thanks to Cipscis, Tarrant, HugePinball, TheTalkieToaster, and others.

CREDITS - Ling's Hair Plugin:
https://www.nexusmods.com/fallout3/mods/8942
No Lings assets are included with this mod, but other people made this plugin possible:
A huge thanks to EARACHE42 and Chrome_Hamster for creating the Lings Coiffure resource.
A huge thanks to all the talented people that made and converted these hairs!

CREDITS - Project Beauty Hair Plugin:
https://www.nexusmods.com/fallout3/mods/6341
No PB assets are included with this mod, but other people made this plugin possible:
A huge thanks to Dracomies and SpaceOden for creating Project Beauty.
A huge thanks to Capucine and Yoshikinakota for the 'eyes addon' mod.
A huge thanks to all the talented people that made and converted these hairs!

CREDITS - A Good Hair Day Plugin:
https://www.nexusmods.com/fallout3/mods/5718
A huge thanks to Tony the Wookie for creating the Hairday resource.
A huge thanks to all the talented people that made and converted these hairs!

CREDITS - DLC Compatibility Plugin:
Thanks to Paxton2 for feedback on run-throughs with Brisa in all of the DLCs.
Thanks to everyone else that gave ideas in Brisa's mod thread.

CREDITS - Fallout Wanderers Edition Patch:
Thanks to ilanaisatree and iFSS for contributing to this plugin.
Thanks to the FWE Team for Fallout Wanderers Edition

LICENSING/LEGAL:
You may not re-host this mod on any other site, without permission.
You may pick apart my scripts and use whatever in your own mods. If you use a substantial amount of it, some credit would be appropriate.
If you want to use the items listed in the 'Credits' section, I have provided the links to them and you should use those to get the complete mod, and work from there. In any event, you must give them credit if you use them.
Translate to other languages - after asking me, you may translate this mod into other languages and post the entire mod as standalone. Send me a pm and a link to the site where you want to host it. I've always given the ok for this, but I would like to know.

DISCLAIMER:
With this mod loaded, as with any other mod in your load order, it's possible your computer will spontaneously combust, trigger a real nuclear war, or worse yet - cause your save game to be corrupted. Use at your own risk.