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Chrome Hamster

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Chrome Hamster

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About this mod

This package contains three separate ESPs that will allow your Fallout 3 followers to experience all or part of the three supported DLCs with you. All of these allow quick and easy transport of your followers without any of that \"They appear after you fast travel again once you get there\" or \"They may show up running along the pier when you get

Permissions and credits
Name: Followers Allowed in DLCs
Author: Chrome Hamster
Version: 1.0
Date: 11/28/2010
Cateogry: Gameplay Enhancement/Alteration


===============
Description:
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This package contains three separate ESPs that will allow your Fallout 3 followers to experience all or part of the three supported DLCs with you. All of these allow quick and easy transport of your followers without any of that "They appear after you fast travel again once you get there" or "They may show up running along the pier when you get there" garbage from some other mods that purport to do the same thing.

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Details:
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Followers Allowed - The Pitt.esp

This mod will allow you to take your followers along with you to visit The Pitt, AFTER THE CONCLUSION OF THE MAIN DLC QUESTLINE. This was done so as not to conflict with the established Bethesda lore for The Pitt DLC. So it's not much use for making The Pitt easier, but it is handy for immersion if you want company on your trips to the Ammo Press, post-quest.

Followers Allowed - Point Lookout.esp

This mod allows you to take your followers with you to Point Lookout from the very beginning. It removes Tobar's retarded statements about not taking extra passengers and allows your followers to run all the quests with you. However, I did add some extra code to make them wait outside the Sacred Bog, as there are significant bugs if they try to enter it with you. This is probably relating to the dream sequence scripted therein. If any of the official DLCs really needed to allow followers, this one was it. Enjoy!

Followers Allowed - Mothership Zeta.esp

This mod allows your followers to return with you to Zeta's bridge AFTER YOU AND YOUR NEW FRIENDS HAVE SECURED THE SHIP AND COMPLETED THE MAIN DLC QUESTLINE. Again, this was decided to better fit with the established Bethesda lore and the whole solo-alien-abduction motif. But once on the bridge, your followers can successfully accompany you to any part of the ship still accessible upon completion of the DLC, including the transporter to the engineering core!

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Requirements:
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Fallout 3 Patch 1.7
DLC The Pitt (For Followers Allowed - The Pitt)
DLC Point Lookout (For Followers Allowed - Point Lookout)
DLC Mothership Zeta (For Followers Allowed - Mothership Zeta)

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Install:
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1. Use FOMM Package Manager to install this FOMOD-ready 7z.

or

1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

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Un-Install:
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1. Use FOMM Package Manager to uninstall this FOMOD-ready 7z.

or

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

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Compatibility:
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These mods will conflict with any others that change the same records. However, the chances of conflict with other mods should be minimal because the entries I altered are very specific to certain DLCs and not widely used for modding. The complete list of altered* records and files is as follows:

Followers Allowed - The Pitt.esp

03007D7CDLC01TunnelHandcartDCSSCRIPT (Script)
0300A60CDLC01TunnelHandcartPittSCRIPT (Script)

Followers Allowed - Point Lookout.esp

06010F02DLC04TobarVendTickets2B (Dialog Topic)
06010F03DLC04TobarVendTickets2A (Dialog Topic)
0600845ADLC04CapitalDuchessTravelActivatorSCRIPT (Script)
0600B5EFDLC04LookoutDuchessTravelActivatorSCRIPT (Script)
060112E8DLC04BogDoorSCRIPT (Script)
06011425DLC04GenericSCRIPT (Script)

Followers Allowed - Mothership Zeta.esp

0700A98EDLC05PostQuestScript (Script)
0700C4F8DLC05HomingBeaconScript (Script)

*This list includes only original Bethesda records that were altered by me and not any of the new content created completely by me which, by definition, would not conflict with anything.

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Bugs/Issues:
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This mod has only been tested with original Fallout 3 followers, or those mods that replace the original followers but use the same Reference IDs--like my own "Clover Perfected" series. Custom companions may require some tweaking for everything to work properly. THIS IS NOT A BUG: IT WAS A DESIGN DECISION! I did not have time to code for every possible combination of custom follower mods!

Also, if you fire any of your followers while playing in the DLCs, they will just stand there like dummies waiting for you to return. They WILL NOT go to their usual rally points. I assume that is because Bethesda never wrote the AI routines to let them find their homes on their own from the DLC worldspaces, since followers were not originally permitted in these areas anyway. This is a problem with the game, not my mods, so just deal with it.

Lastly, your followers should do all of their normal follower stuff while in the DLC areas. But if they seem kind of dull and boring when told to wait some of these areas, it is probably because Bethesda gave them no suitable idle animations to use there. Again, this is a problem with the game, no my mods, so just deal with that also.

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History:
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1.0 11/28/2010 - Initial Release

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Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
For everything else contained herein, thank me.

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Tools Used:
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GECK
FO3Edit
Fallout 3 ReadMe Generator

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License/Legal:
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Your are licensed to use these materials as you see fit for any personal, non-commercial use, including inclusion in your own mod(s), without prior permission as long as I am credited as the original author of all resources borrowed from me.

Expressly prohibited is any inclusion of my resources in any product or project from which you will derive a financial benefit: Including my scripts, wholly or in part. My works are provided freely to the enthusiast modding community, but you can do your own legwork if you want to make money off of my sweat. (Especially if you don't want to cut me in for a piece of the action!)

This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.