Fallout 3

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fcterryb

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fcterryb

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This mod is a new way of getting followers it adds a machine that makes power control collars.
These collars when placed on an intact corpse will allow you to revive them by turning them into a cyborg
type of follower where the collar interfaces with the body to control it so as long as you have an intact
corpse to convert and a collar you can make followers.

Location the isolated camp north of paridise falls south of the satilite place


These followers have the following options

Main menu commands

Follower commands ;opens the follower menu

Guard menu ;opens the guard menu

Ineed you to wait somewhere ;Opens the Wait menu

I Need You To Find Something;Opens the find menu

Repair items ; opens the repair menu (still haven�t figured a way to get their skill go increase
with their level)

Retrieve body ; sends follower to retrieve dead follower at its tracker coords. can send more than one retrieval unit
if there is more than one body

Change Ai Settings ;Opens the Menu to Change Ai Settings


No orders at this time ; exits menu

Follower menu commands

Follow ; they follow like any other follower

You can go ; they execute a sandbox package and wander around a large area from where they are

Wait here ;they wait in a smaller area near that spot

Trade ; opens the trade window so you can give them items to carry or better weapons/armor

Sleep ; they find the nearest bed and sleep till you give a different order healing in the process

Remove collar ; removes the collar deactivating them

Lock ai mode ; removes the collar and locks them in the last command they were given
And remove collar

Exit menu ; exit�s the menu

Guard menu commands

Set guard marker ; moves a marker to that spot that you can have them guard the area around

Guard near marker ; sends them to guard near the marker

Guard current location ; they guard the area they are at moving only to attack enemy�s
In the immediate area

Guard (caravan name) ; uses a modified guard caravan package to guard the named caravan only nod
deleting the guard if the individual dies rather just sends them to wait at uncle roes.

Patrol trade route ;Sends them to patrol the trade route the caravans take

Exit menu ; exit�s the menu


SPecific mode Menu commands

Arm/disarm nuclear ; If you have enough explosives skill you can give the follower up 100 mininuke or self destruct
fission batteries and he will home in on the nearest combat target when he enters
combat and set them off. See notes

Activate stealthmode ; activates the stealthboy effect on follower


Put Everything in the proffessors Footlocker ;The npc will run to the proffessors tent and pace everything except the collar in the footlocker
at the end of the bed and retrieve a random set of clothing and possibly a weapon with ammo then
wait at near the tent.

Tell All Following to wait ;Sends the wait in this spot command to all npc currently set to follow including the vanillia
fallout 3 companions that are hired.

Tell all Followers To Stop Waiting and Follow;Sends the follow command to all npc currently set to wait in this spot including the vanillia
fallout 3 companions that are hired.

Main Menu ;Returns to the main menu



NOTES
WARNING BOMB UNITS
When using the explosives for the nuclear self destruct sequence you can only have up to 100 mininuke and 100 fission batteries any more will be returned to your inv when the bomb activates. The bomb unit will lock onto an enemy and proceed to run up close to it then detonate during testing followers to close to the explosion have actually vanished only to show up several game days later clear the other side of the map sometimes still alive haven�t figured that one out yet maybe landed in water one case of note was at the super mutant place between rivet city and the Jefferson memorial the missiong followers showed up by activating the tracking marker clear up by the raider place near the republic of dave also anything being carried by the bomb will be vaporized by the detonation and any nearby friendly chars may be harmed or killed by the explosion and yes the more bombs the bigger the explosion. You can only have one bomb unit armed at time. Using bomb units requires an explosives skill of 34 or higher.

WARNING WARNING

This new update adds a self destruct to npc chars that are not in the form lists and cant be changed with the new method that checks race,level, and class to pick the revived model so loot anything important as the only thing left is the collar the rest of the items will be found in the footlocker in the proffesors tent if this happens.


TRACKING SYSTEM

Upon being deactivated the unit will activate a map marker showing its location these markers are deactivated by either reviving the unit or removing the collar. There can only be a max of 10 markers at once however any unmarked dead unit should take the next available marker should some event happen where you have more than 10 units active and killed before you retrieve the items from them. The units shall remain in game until 5 game days from the removal of the collar from their corpse if you have used lock ai mode and remove collar this means 5 days from time of death.

THE A1.5F

The A1.5F found in the professors tent requires the repair skill of 30 and the part found on the professor being an actual android instead of a cyborg made from a corpse the A1.5F can be reapaired unless it is turned to goo or ashes all units will keep themselves healed as long as they have stimpaks or scrap metal in inventory. They will repair themselves when combat ends or their health gets low or when they sleep if you order them to sleep

BASE MODELS

This mod is an esm first of all that was to eliminate an issue with the geck editor where the race of the head and body would not match. Secondly this will allow anyone that wants to make bsp files to add to or change the mod (not that being an esp would�ve prevented that) anyway the models can be easily found using xtronz in the filter this will list the basic npc ids that the spawned ones use as a base allowing such things as hair eyes to be altered to suit what you like if you want to change them the face is altered by script to try and resemble the original corpse.


APPLYING THE COLLAR


To apply the collar simply place one on the corpse simply reverse loot it then exit the loot menu and activate again you will receive a message to apply collar or if already on the corpse to apply or remove collar or a message that the corpse has been to badly damaged to repair. The collar will not always connect certain corpses will simply be repaired and revived to live as they did before death if hostile towards you when killed they may still be upon being revived (mostly quest or named chars with possible future plans of a random unable to connect occurrence ).


COLLARS

You get the collars from the professors machine inside his tent once you have completed the quest to program it the machine will produce 10 collars every few days.

WARNING
To many units in one place may cause the game to lag. The game limits you to 10 followers max or at least mine gives the message you have to many followers if I try and bring more and having more than 3 or 4 makes it hard to pass through some areas especialy indoors.

Advise no more than 2 per caravan to prevent overcrowding and no more than 5 patrolling at a time to prevent overcrowding and possible friendly fire incidents with the caravans as over crowded areas under attack may cause them to hit each other or the caravan people that get between them and their combat target.

HOW IT WORKS

Basic method is the corpse is checked if its id matches one in the form lists then that perk line apply collar for the section that it matched is used to select the npc model that will replace it. If the original is from a leveled or variable character it goes through a section that checks its class, race, level, race, gender and somtimes the weapon it has and a form list to narrow down the model needed to be put in place of it. Sometimes this will get the wrong model as some of the leveled/variable characters are the same level,class, race but have differnt hair or other slight differences in appearance.
If the original fails to match a method of producing a similer model from this method it goes through the generic list of A1.5xxxx models and picks one that matches the same race I made one for every race except the child version that is in the dropdown menu to choose from. If it fails to find a match then it revives the original npc does the error routine and vaporizes it to keep things interesting I put in the line if (set clrnd to 1 + GetRandomPercent * 100 / 100) == 20 this will cause the malfunction happens if clrnd is 20 only runs the very first time you revive an npc any successfully revived ones will be reiveable untill damaged beyond repair.

In both cases of vaporizing their inventory is transfered by the removeallitems command is used to transfer their items to the footlocker in the proffessors tent.

During the revive command their inventory is transfered to a container in the dummy cell then back to the new npc thus giving them the same items the original had one bug with this is sometimes their weapon will vanish.

The npcs found in the xtrontemlist and xtrontunedcollist are simply resurrected by using the method ressurect 1 then moving them to the dummy cell and back to prevent the odd bugs normaly occurring when using that command. The ones in the xtrontunedcollist that are not in the xtrontemlist will fail to have the collar connect to them and simply be resurrected.

The markers work using quest xtronq named Power Collar Tracker in the pipboy basicly stages 1 through 10 activate the tracker of that number 10 through 20 deactivate the trackers 10 being tracker 1 and 20 being tracker 10 stage 100 resets them all and restarts the xtronq quest

KNOWN BUGS

1) This version had some of the NPCs seem to reset their inventory when left in an area not set on follow when the cell resets you will come back and find their inventory empty. During testing this happened with Carolina red, Crimson and a some generic named Npcs so best to park them on guard location or wait in a cell like the entrance cave of 101 or the player house for a while before giving them anything important.

2) Sometimes you will see the disintegration effect run on the original that you are reviving this should not happen that often and usually is do to being in a small cell that prevented it from being moved out of sight for the duration of the effect.

3) Sometimes when given find, or wait commands they just stand there in this case just give them new orders usually this happens if there is nothing matching what they were told to find in the area they are set to search or they cant find a path to the area they were ordered to wait. (if they immediately open a trade window with the player it means they already possess the total number of type of item the find package told them to find.)

4) if you have already done the unmarked quest of finding argyle and telling dash wood about it argyle may be missing made an attempt to have it put argyle back if he isn�t their however if it doesn�t work you may have to use the console command to enable him or just finish the quest by using the command setstage xtronqquest 100 just be shure to do the quest up to that point first.

5) Somtimes the corpses weapon doesnt transfer and vanishes so best to loot it first then trade it back to them before reviving them.


MODDERS

All items I made for this script start with xtron using the geck you can easily see the formids used in this mod by putting xtron in the filter and selecting all the cell the professors place was put in is in wastland cell called isolated camp04 the inside is named xtronproffcamp04inerior and was linked to the camp in place of the original I tried to place notes in the script files to identify each sections function should anyone want to modify them for any reason on their version or to add to this mod.

if you wish to add to this mod the following forms are used for the perk

xtronzalist through xtronzzlist are used to sort the npc so the appropriate perk script is used to set thier id.
I used the priority setting in the perk to sort the apply collar lines alpheticly so the script for the npc found in form xtronzalist will be in apply collar with priority 1 xtronzblist will be in apply collar with priority 2 etc. up to z list being in priority 26

the forms ive added are simply the same as before only using the models from the original char to add more variety.

if you wish to add a char simply add xtron in front of the name in the form id create a new form change the new from to neutral set it as quest item then
uncheck all flags in template data set actorbase to xtronafcaa check use stats, use script, use ai data, use ai packages, use factions, use inventory,

add the original form to the appropriate list based on first letter of id add the xtron version of the form to xtrontemlist. add the following to the appropriate apply collar script before the line endif.

elseif getisid id == 1
set xtronq.targ2 to xtronid

xtrontemlist is the list of npc added to replace the dead and is used to make the new npc be resurrected instead of replaced.
xtrontunedcollist is the list of npc the collar fails to connect to.

xtronzalist through xtronzzlist is the list of the original npc id used to sort which priority has its replacment script settings. sorting in this way reduces time needed to replace the char and thier is a limit to how big a script can be.

if a char is not in one of the lists xtronzalist to xtronzblist it uses the previous method and replaces it with a generic char by the method the previous one did.

Sample of one of the scripts for selecting the model for a leveled/variable npc

set xtronq.targ2 to xtronq.empty
if getisclass SoldierScout && isinlist xtron0talonsniperlist
if getlevel >= 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon3SniperHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon3SniperCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon3SniperAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon3SniperAAMTEMPLATE
endif
elseif getlevel >= 11 && getlevel < 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon2SniperHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon2SniperCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon2SniperAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon2SniperAAMTEMPLATE
endif
elseif getlevel >= 8 && getlevel < 11
if getisrace Hispanic
set xtronq.targ2 to xtronTalon1SniperHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon1SniperCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon1SniperAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon1SniperAAMTEMPLATE
endif
endif
elseif getisclass SoldierScout && isinlist xtron0talongunlist
if getlevel >= 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon3GunHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon3GunCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon3GunAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon3GunAAMTEMPLATE
endif
elseif getlevel >= 11 && getlevel < 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon2GunHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon2GunCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon2GunAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon2GunAAMTEMPLATE
endif
elseif getlevel >= 8 && getlevel < 11
if getisrace Hispanic
set xtronq.targ2 to xtronTalon1GunHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon1GunCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon1GunAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon1GunAAMTEMPLATE
endif
endif
endif
if getisclass RaiderMelee && isinlist xtron0talonmelee
if getlevel >= 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon3MeleeHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon3MeleeCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon3MeleeAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon3MeleeAAMTEMPLATE
endif
elseif getlevel >= 11 && getlevel < 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon2MeleeHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon2MeleeCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon2MeleeAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon2MeleeAAMTEMPLATE
endif
elseif getlevel >= 8 && getlevel < 11
if getisrace Hispanic
set xtronq.targ2 to xtronTalon1MeleeHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon1MeleeCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon1MeleeAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon1MeleeAAMTEMPLATE
endif
endif
endif
if getisclass RaiderBigGuns && isinlist xtron0talonbigguns
if getlevel >= 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon3MissileHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon3MissileCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon3MissileAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon3MissileAAMTEMPLATE
endif
elseif getlevel < 14
if getisrace Hispanic
set xtronq.targ2 to xtronTalon2SpecialHM
elseif getisrace Caucasian
set xtronq.targ2 to xtronTalon2SpecialCM
elseif getisrace Asian
set xtronq.targ2 to xtronTalon2SpecialAM
elseif getisrace AfricanAmerican
set xtronq.targ2 to xtronTalon2SpecialAAMTEMPLATE
endif
endif
endif
set xtronq.targ to getself
set xtronq.xt to getpos x
set xtronq.yt to getpos y
set xtronq.zt to getpos z
set xtronq.ax to getangle x
set xtronq.ay to getangle y
set xtronq.az to getangle z
if xtronq.targ2 != xtronq.empty
set xtronq.res1 to 2
elseif xtronq.targ2 == xtronq.empty
set xtronq.res1 to 3
endif