Fallout 4

People comment from time to time noting that there are several "Save Your Spouse" mods out there and the question comes up: Why add this feature to AFT when it has already been done. Is there anything special about AFT's mod and ultimately which is better.

1) Why include spouse rescue in AFT:

Mods don't happen overnight. They take months, sometimes years to create. When I started creating AFT in July of 2016, there weren't any spouse rescue mods. It is not uncommon for multiple authors to tackle the same feature unaware of each other. Three Spouse rescue Mods came out before AFT was released in September of 2017.

Bottom line: it wasn't because I was unhappy with the other mods or felt I could do a better job. It was a capability I wanted that didn't exist at the time and thus got added to my plate of features.

2) Is there anything special about AFT:

It is safe to say there is something special about every spouse mod out there. For one thing, every mod has its own take on how your spouse came to be traveling with you and that has repercussions. But what really makes AFT stand out in my opinion is the technical solution. Lets talk about both of these:

Plot differences:

With AFT, I wanted to actually rescue my spouse. I wanted to have a hand in their survival and get the chance to feel like a hero; not someone who simply woke up too early or too late.  As I developed my story line, I noted in the kellog scene that they shut your spouses pod instead of leaving it open. People don't die instantly and your spouse was immediately frozen. It occurred to me with the right help, a rescue was actually quite feasible. But to be realistic, it needed to be fast. Transporting the spouse to diamond city or goodneighbor wouldn't cut it. And while the institute was an option, you would need to be 3/4 of the way through the game before you could rescue them. So I decided that Curie made the most sense. Prior to becoming a synth, curie is basically a floating hospital complete with surgical laser, bone saw and stimpacks.

Finally, there is the amnesia. I didn't want my partner to be too easy to obtain. I like challenges as they make the relationship progress more rewarding. You are still saving your spouse, it is just not as easy as you thought it would be. You have to earn their affection by spending time with them, and I think that is a good thing. In a future addon I may even allow their original memories to come back (depending on how you play), but it will likely be after the main quest is concluded or possibly a part of the conclusion.

Technical Differences:

a) Fewer Mod Conflicts:

As of this writing, some spouse rescue mods have scene interjections sprinkled throughout the game to make the spouse feel more integrated. This is great and really contributes to the immersion. But every vanilla scene is owned by a quest line. To edit a scene and add a new camera change to your spouse, you have to checkout and reserve the entire quest line. Any other mod that wants to edit those quest lines will conflict.

AFT uses scripting to accomplish most of its capabilities instead of checking out and reserving vanilla resources. This means you will also get interjections with AFT, but without all the mod conflicts. This is particularly important to users with massive loadouts (200+ mods).

b) Reused Audio

AFT re-uses the games original audio.Every line activates a script that goes off and plays a portion of a line that came with the game. Typically an entire line and occasionally only part of a line. This allows AFT to ship without any audio and that is why the mod is under 1 MB compressed (compared to other spouse rescue mods). If AFT did not use its audio re-use tricks, I calculate it would be close to a gig in size.

But it isn't just about mod size. What this means to users is that you can rescue a male or female with the same mod because all of the audio files for the games protagonist already have 2 genders recorded. Unlike other mods that focus on a single gender, AFT supports both Nora and Nate. And while unconfirmed, it is also possible that the mod may automatically translate to other languages besides English. A mod less than 1 MB that has fully voiced support for both male and female spouse companions possibly across languages, no one can deny that is pretty impressive.

Ironically, I originally did this because I was confused. I honestly though PS4 would allow scripts since .. I couldn't imagine otherwise. I figured PS4 would reject other resources types like textures, audio and models, but I never dreamed they would reject scripts. (It is hard to make even the most basic quest without scripting to complete the quest or change objectives). So I invented the audio re-use system actually because I wanted to deploy to PS4... but alas, they don't allow scripts. If that changes in the future, AFT would be compatible, but as of today it isn't. I'm still glad I did this though. In the end, the re-use approach was a lot more bang for the buck.

c) Evolving Spouse

And of coarse I save the best for last.

Many people know that fallout 4 tracks affinity. But what many don't know is that it tracks a lot more than that. The game monitors every choice and action you make and labels it using categories like "generous", "nice", "mean", "selfish", "peaceful", "violent", etc... These acts change the affinity scores of your followers, but they are not discarded. Each companion remembers the total number of each act witnessed. Bethesda built in this statistical monitoring framework and could have used it to create amazingly evolved companion interactions. Interactions that not only revealed they liked or disliked you, but interactions that also revealed they were watching you and knew the kind of person you were. (or at least the impression you left from your interactions with them).

Bethesda built this giant infrastructure and then... didn't use it. Out of about a dozen tracked attributes, affinity was the only one the game ended up using. It appears the idea of versatile companions was abandoned probably about the same time they decided to limit the player to 1 companion. Instead of being able to influence your companions, your companions are set in stone. They have a pre-canned set of idles and reactions you will hear every time you play the game with them.

When I saw this, I decided to incorporate that unused framework into AFT's spouse. Unlike other companions who have hard coded opinions, AFT's spouse makes use of the full spectrum of statistics to watch you and evolve with you... If you are consistently violent or selfish or mean or generous, your spouse will mirror your personality and their comments and reactions will reflect the type of person you become. In this regard, AFT's Spouse isn't like any other companion in the vanilla game or DLCs. (Don't know if there are any custom companions out there that make use of the framework)

3) Which is better?

AFT's spouse may be more advanced technologically, but does that translate into a better experience? How many users are going to play the game start to finish with AFT's spouse multiple times and notice that their comments, idles and even some lines in the cut scenes are different based on how they played. A gig of audio seems like a lot, but when you consider how much AFT slices and dices it : Every line for 2 genders. 3 to 6 lines per idle event, 3 to 4 lines per interjection. All those lines to account for all the various statistical models. It quickly breaks down and may in fact be less played audio in a single play through than the other Spouse Rescue mod options.

In the end, I can't tell others which they will like better. But I can tell you that I created what was important to me: A spouse that is actually evolving with and influenced by me..

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Dheuster

8 comments

  1. Howabominable
    Howabominable
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    I wanted to thank you for this. I haven't used the spouse feature yet on my current playthrough, but I wanted to do an evil/sarcastic playthrough and have my spouse along with me. All other mods just automatically assigned a "good" or "nice" personality to them.
  2. bien4500
    bien4500
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    AFT is amazingly creative, and I've considered it to be one of my core mods for a long time. This is the first time I've really put effort into rescuing Nora using the AFT route, though I have a question or two. I've already rescued my spouse, and you mentioned being able to shape the spouse's personality after rescuing them. Is there a way to keep track of how they're evolving? Are there signs or dialogue interactions?
    1. Dheuster
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      It is about consistency. If you are mean and selfish, initially she may complain, but in time she wont complain and her own comments will be more insenative and self serving. Conversley, if your are nice and peaceful, her comments will also become nice and peaceful. Some scenes play out differently depending on things. For example, if you decide to side with the institute and take down the brotherhood airship, her comments about killing all the BOS will vary depending on if you have played as a nice person, rode the neutral line or shown little regard for life during your time with her. Note that decisions and comments that you make when she is not with you do not influence her personality. Her AI is only shaped by the conversations and decisions made that she witnesses first hand because she was with you when they happened.
  3. ISB2015
    ISB2015
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    I can't find my spouse? I revived her with curie and left vault 111 (so have curie's holotape). Where is she? I'm stood in sanctuary and i can't find her anywhere. I've been to the vault again and she's not there. Not even her body
    1. Dheuster
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      After the rescue, a cutscene is suppose to start when the elevator reaches the surface. However, some users have reported that scene not happening. Either because a mod like Cheaters Den has edited the exterior of Vault 111 or in some cases, users were interrupted by an attack. So my advice is: save before you exit the vault. Make sure the conversation kicks off when you exit to the surface. There is a video on the mods web page that I posted specifically to show people what SHOULD happen when they exit vault 111. It is hard to say where the spouse might be if the conversation at the surface doesn't happen.
  4. WiseMax
    WiseMax
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    How the hell did I only see this now? With over 3,000 hours of multiple styled plays and tons of companions (I use the fabulous Risings multi-companion mod, the only one so far without any conflict) and I have been missing out on an intelligent Nora companion! Going to try this right now, dispatch a few mods (I know Heather casdin companion has problms with AFT) and try to see if this works with Risings' mod.
    Can't wait, starting right now! :)
    Will come back here in some days, to report back about the experience, please give me some time to explore this magnificent idea.

    EDIT:

    Reported under the main Mod thread. TL:DR - AFT and any of its parts are a great and almost mandatory work. Anything that conflicts with AFT is not worth the code it is written on ;-)

    Main point: Now Nora benefits from all the tweaks from the Mod. However, I consider her dialog a bit disapointing, as it really does not add too much here. Still, a worthwhile item, with which you can never go wrong.
  5. el2mador
    el2mador
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    This is precisely why your mod goes above and beyond what other companion/companion management mods can do. It's the equivalent of Sim Settlements in the form of Companion Management and immersion.

    To be able to have a lore-friendly way of having your character's spouse back, and using the game's assets to find a way to tell that story is (pun intended) amazing. For Curie to be a necessary component (as she is an advanced robot doctor), clearing the frost from the cryopod, a short cutscene where your spouse doesn't know what's going on, to Curie interjecting about human repopulation, and finally being given a holotape to explain your spouse's condition - these are brilliant ways to add to the game.

    The fact that it also meant that your spouse is a blank slate that can evolve based on your playstyle and actions is great as well.

    Looking to see future projects where you use AFT for other possible companions such as Tina, Shaun (Adult Synth Version), Magnolia, Darla, etc. - characters who could have open fates, or could be much more than just npcs you encounter - would enrich the game world for a lot of players.

    Thanks for this awesome work!
  6. gaurdrail
    gaurdrail
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    This mod and the spouse rescue is by far the best ive seen. the spouse thing was spot on with the rescue and her framework as a heretical follower are what the game lacks to be honest. It gives your play through replay ability and more functionality that means more fun to me. Id love to see your son be able to be saved and or downloaded to the syth son you get. It broke my spirit in the game to loose your wife then your son at the end. Followers leaving service and wiping out your settlements like locust since end game they are geared to the teeth. I have followed a lot your mods due and every game you have made a follower mod for it succeeded with huge favor. So thanks again dont think inside the box and most importantly Thanks for doing this.