About this mod
A recreation of the companion wheel from New Vegas.
- Requirements
- Permissions and credits
Features
- Old commands: everything you could tell your companion to do through dialogue is available on the wheel, like combat style changes or inventory access.
- New commands: Back Up, Use Stimpak, and Passive/Aggressive have been brought back from NV and implemented to work in the same fashion.
- Controls: The menu fully supports controllers, as well as hotkeys (X to exit, Space to select), and the mouse wheel.
- Dogmeat menu: an all-new sub-menu for your furry companion provides access to his unique commands, like searching for items.
Requirements
- Fallout 3 1.7.0.3 (pre-anniversary update or downgraded)
- FOSE 1.3b2
- Updated Unofficial Fallout 3 Patch - required for its fixes to companion dialogue topics. Things will break without it.
- Vanilla UI Plus - may work without it, but the mod was designed with its font width in mind, so some elements may be misaligned.
Credits
- ItsMeJesusHChrist - brand new icons, wheel textures and adjustments to the XML. The mod would not exist without their contributions. Check out their new mod Reinvented the (Companion) Wheel and other works.
- Special thanks to lStewieAl - their work reverse engineering the menu system in New Vegas paved the way for this mod.
If you like what i do, please consider buying me a coffee.
Source code is available here.
Technical details:
Companion Wheel Menu is implemented as a new MenuMode with an ID of 1050. RadialTiles required for it to work did not exist in FO3 either, they are implemented with an id of 908 and work as an extension of regular rects with custom targeting calculation. More info can be found in the source code, I've tried to keep it logically organized.
"Back Up" in New Vegas is implemented as a new type of package called BackUpPackage, to avoid reimpletenting it fully i've imitated its functionality by spawning an XMarker at a random position nearby, setting it as a travel package destination and adding that travel package to the companion. Xmarker refs are persistent, so their ref ID is tracked through an ini file.
"Passive/Aggressive" modes are a New Vegas addition as well - in practice the Passive mode just prevents companions from initiating combat against an enemy, unless the player is already in combat with that enemy. This was reimplemented, with the passive/aggressive state tracked through the unused "No Rumors" extradata.
Most other buttons run existing dialogue topics from the code, which have result scripts doing the work.
The menu will show up on any friendly and conscious NPC marked as a teammate (SetPlayerTeammate 1, usually executed by a FollowersHire topic script),
but most buttons will only work if it has correctly configured dialogue topics (i.e. FollowersTacticsCombatRanged with a condition to run on that NPC). I've only tested it on vanilla non-temporary companions though, so there may be some quirks with others in practice.
"Just use TTW?" no