Thanks guys this should be the final version, making this mod public gave me the impetus to give my best. Now on to the harrowing task of converting to TTW. Edit: I'm gonna drop TTW and stick with OG Fallout 3, I'll be uploading an updated version again soon with more changes and fixes including:
Fixed incorrect projectile mesh paths and Brooke's hit aggro behaviour (suprised noone reported this) Normalized audio with Reaper Some added and modified dialogue and voice files
I've decided to drop TTW after some playtesting, I came across some glitches like incomplete mesh collisions and flickering textures that weren't there before. I don't use Discord so tech support is out. Some of the charm of the original Fallout 3 feels lost in the transition as well. Also, converting this mod and some other favorites looks like it's going to be a nightmare. It's a great mod though, it's just not for me unfortunately.
I added a cheat esp to bypass restrictions. I'm not going to walk back any creative decisions from making this mod unless I need to, it is what it is and I'm happy with it.
Retard? Really? 2014 called, they want their insult back.
Ye there are plenty of us that play ambiguous characters. It's far more profitable and fun to steal s#*!, do some bad quests but keep doing good quests or donating to the church to improve your karma. Maybe it's fun on the first playthrough to be 100% good all the time, but only for the achievements, anyone who's forever 100% karma is just a goody two shoes and boring. I'd say most of the time I'm 70/80% good with some thieving and other bad stuff thrown in, so I can explore different story paths or because it's what my character's persona I made for that playthrough would do. Requiring 100% good karma all the time locks a lot of people out of recruiting Brooke.
I wanted to make karma a part of this mod as I feel it was underutilized in the game. You have to remember that I'm the mod author here and I'm going to have my own preferences. There's the cheat optional file if you insist on making Brooke accompany an evil player.
What level i should be or how many karma i should have? Please explain. I have some strange dialogs about if i can tag her house if i need something. She never at home if i rang to doorbell, i used "unlock" to get to her hous - also nothing. I managed to see her, get her ref id but i cannot make her come with me.
I just started a new game for test her, made a lot of karma and in case a100 of small guns, but 0 effect. I need to know if she working for me when i will end modding the game and will eventually start it
The restriction stays, that is by design and in line with the other companions. I'll consider adding a terminal with some backstory. Edit: Added Brooke's Diary with some backstory
Hi Ozzy love your mods, i have converted her for ttw, every things working fine except her voice lines, any idea were i need to start to fix this little problem I'm having ?
It should work as long as the voice files still match the dialogue formids and the filename of the esm is still the same. But knowing how this game works its probably something more complicated.
I have reinstalled Fallout 3 again with the Rebirth+ collection. So I had the Brooke mod back then as well, and it worked, but now I have installed everything again and got the game working. Brooke and her house are in game and working, but I cannot recruit her as it tells me that I already have a companion following me, which I don't. I tried multiple ways to resolve this with both console commands and going to Point Lookout and Anchorage, but it still gives me the message that I apparently have a companion equipped, which I thought would have been solved by going to the DLC locations. I had Brooke before, and I am playing from an old save file, and it seems to work fine; just this mod seems bugged. Any thoughts on how I can resolve this?
This looks tricky. I see there's a few companion mods in the rebirth mod so maybe check if those any of those companions are the cause. Are other companions still able to be recruited OK? This mod adheres to the vanilla companion fire/hire settings behavior (one companion allowed only) and I know there are other popular mods that change that. I'll see if there's some sort of solution I can add to the mod. I might do this: if you give a gift to Brooke she is instantly recruited.
239 comments
Fixed incorrect projectile mesh paths and Brooke's hit aggro behaviour (suprised noone reported this)
Normalized audio with Reaper
Some added and modified dialogue and voice files
I look forward to your TTW release.
Speak for yourself, r*tard.
Ye there are plenty of us that play ambiguous characters. It's far more profitable and fun to steal s#*!, do some bad quests but keep doing good quests or donating to the church to improve your karma. Maybe it's fun on the first playthrough to be 100% good all the time, but only for the achievements, anyone who's forever 100% karma is just a goody two shoes and boring. I'd say most of the time I'm 70/80% good with some thieving and other bad stuff thrown in, so I can explore different story paths or because it's what my character's persona I made for that playthrough would do. Requiring 100% good karma all the time locks a lot of people out of recruiting Brooke.
Please explain. I have some strange dialogs about if i can tag her house if i need something. She never at home if i rang to doorbell, i used "unlock" to get to her hous - also nothing. I managed to see her, get her ref id but i cannot make her come with me.
I just started a new game for test her, made a lot of karma and in case a100 of small guns, but 0 effect. I need to know if she working for me when i will end modding the game and will eventually start it
giving her a backstory and quest and removing not having other companions with you as a restriction for FO3 would be a better waste of your time