File information
Last updated
Original upload
Created by
Deathlock47Uploaded by
davidhalmbrennerVirus scan
Activity logs
This page was last updated on 16 August 2017, 2:46AM
- Changelogs
-
-
Version 21
- this was meant to check on pipers gun.i dont know why people are still having issues with it. this version will only fix newly spawned versions of the guns (get rid of broke ones). you should not be able to pick them up.
toned down the melee on some just a small bit. made all companion guns weight 0.The added mods still had weight even if the base gun did not. tweaked deacons assassin package to make him move faster.it works really well now. if anyone uses it... double checked all the guns.
- this was meant to check on pipers gun.i dont know why people are still having issues with it. this version will only fix newly spawned versions of the guns (get rid of broke ones). you should not be able to pick them up.
-
Version 20
- Changed Preston's Molotov into his own weapon. it does true fire damage and only does 10 damage on impact (can hurt all) leaving a smaller fire on the ground that does up to 80 fire damage over time (cannot hurt player or companions). limited fire rate of Molotov to 1 a second hopefully fixing some peoples moly spamming problem. edited the chem effect overlay to not work for stims. curies gun now removes 100 armor for 15 seconds instead of 50 and does more poison damage. almost everyone inclination to use melee has been raised more so to counter the powerful guns people equip companions with. Piper gets a gun. its shoots slower and reloads slower but has more ammo and a harder hit. it has a added 5 electrical damage that is not stopped with energy armor.
-
Version 19
- Dogmeats pack will not get a added faction so it can be put down without consequences. they have aggression 3 so they attack almost everything which is how they can attack their masters. the dog in tow gets his passive healing ability toned down. MacCreadys ammo script getting redone[s] as a spell with a script [/s]and able to work on converted ammo. you get a notification when Mac is using 50% ammo. Hancock Phytats ability is now 20sec instead of 30. 30 seconds is a gunfight and half sometimes and he uses it way to often anyways. attempted to recreate mod by applying everything using scripts making it compatible with most stuff however the actor scripts (edits im trying to get rid of) could only be transferred to abilities/effect scripts. the problem is, for no reason ALL spell scripts get shut down when you force equip/unequip stuff to a companion. so not going to work cuz of Bethesda "fuck your scripts" bug.
-
Version 18
- fixed Prestons script. he was checking if he was a low health enemy to not fire the flare for, not the aggressor . he was also checking if he was a boss and needed to use flare(spoiler, he isn't). so those functions should work now. some more cleaning in edit and unedited the night eye chem cuz Dogmeat uses his own spell for that.
- fixed Prestons script. he was checking if he was a low health enemy to not fire the flare for, not the aggressor . he was also checking if he was a boss and needed to use flare(spoiler, he isn't). so those functions should work now. some more cleaning in edit and unedited the night eye chem cuz Dogmeat uses his own spell for that.
-
Version 17
- I got tired of Preston's retarded animations when using a musket so I made a new gun for him and added it to the museum downstairs. I heard its a base game bug that some may or may not have. curie robot gets the inspiration perk (unofficial patch fix). I labeled all of the companions perks so they like the perk sorting mods. changed Preston's pistol to do more raw damage instead of bleed effect. it also ignores resistances so it wont be obsolete late game.
-
Version 16
- Dogmeat only recruits dogs/hounds and not rats (DLC who knew?). when Dogmeat pacifies a dog the dog will follow Dogmeat until it dies or player teleports. however right now Dogmeat uses the rule of 2 so any surviving friendly dogs will fight each other to be part of Dogmeats pack. only the strong survive. pipers script got recompiled(tech scripting stuff) because dog and her use the same one, soooo nothing has changed for her.
- Dogmeat only recruits dogs/hounds and not rats (DLC who knew?). when Dogmeat pacifies a dog the dog will follow Dogmeat until it dies or player teleports. however right now Dogmeat uses the rule of 2 so any surviving friendly dogs will fight each other to be part of Dogmeats pack. only the strong survive. pipers script got recompiled(tech scripting stuff) because dog and her use the same one, soooo nothing has changed for her.
-
Version 15
- dammit I need to stop working on this... so cleaned up unnecessary perks like chem resistance. toned down how often piper blackmails people (6%-4%) so its not every fight. changed all the holdup effects to be less blue and more like they're sweating and stressed out in fear. turned down pipers anti robotic damage to be about one out of 6 hits and not one out of 5. tried to fix Danse to punch more when charging and within distance. added the abLiveLove perk to replace PerkLiveLove. they are almost the same but a few mags are not part of the second one(older?). removed level cap for all companions (most in vanilla where already like this with a few exceptions). Dogmeat is a little more "guaranteed" to disengage and run for cover at 30% health as long is she is not in an animation. fixed the ai switching script to change combat ai then wait for registration instead of the other way around (more of an OCD thing) they will also say their one liner more often when switching to their "safer" combat style. also added an out of combat heal for robo curie if It may or may not be working for you. i don't know if its a real bug or not but worse case scenario is that she heals faster when out of combat. also made her unhackable(like Codsworth) cuz that prompt to hack gets old.
- dammit I need to stop working on this... so cleaned up unnecessary perks like chem resistance. toned down how often piper blackmails people (6%-4%) so its not every fight. changed all the holdup effects to be less blue and more like they're sweating and stressed out in fear. turned down pipers anti robotic damage to be about one out of 6 hits and not one out of 5. tried to fix Danse to punch more when charging and within distance. added the abLiveLove perk to replace PerkLiveLove. they are almost the same but a few mags are not part of the second one(older?). removed level cap for all companions (most in vanilla where already like this with a few exceptions). Dogmeat is a little more "guaranteed" to disengage and run for cover at 30% health as long is she is not in an animation. fixed the ai switching script to change combat ai then wait for registration instead of the other way around (more of an OCD thing) they will also say their one liner more often when switching to their "safer" combat style. also added an out of combat heal for robo curie if It may or may not be working for you. i don't know if its a real bug or not but worse case scenario is that she heals faster when out of combat. also made her unhackable(like Codsworth) cuz that prompt to hack gets old.
-
Version 14
- Dogmeat no longer will apply his night eye spell on companions. nick no longer receives stuff from holding people up. it just drops on the ground near them as "Loot".
- Dogmeat no longer will apply his night eye spell on companions. nick no longer receives stuff from holding people up. it just drops on the ground near them as "Loot".
-
Version 13
- combat AI changes for most so they got to melee more often up close and start off aggressive. all bloodymess perks removed(Hancock). 5% boost per 10 levels starting at 70 -110+(25% max) to all weapons for all companions that fight things over level 50 (so things under 50 still have a chance). perception aim works past perception 15 now. ends at 20+ for a max of 75% better aim. Val, Mac, X6, piper, strong, Danse, deacon all got a new commando perk. val, mac, x6 still have their commando01 making them really good with autos. Dogmeats alpha ability actually lasts longer then a second (long story). hancock now favors his gun or melee the same in the start of a fight and will be more gunny when things aren't working out for him. MacCready will start a fight by aggressively standing his ground. when taking to much fire he will retreat and take slower more accurate shots. X6's Script has been deleted and recreated cleaner. he will gain ammo less often and call in less reinforces. X6s melee perks toned down to make the other companions more unique. recommend not loading a save with him loaded in the area to help his script transition. strong alternates between guns received and melee easer. anyone with a facemod patch will have to add these changes to their patch.
-
Version 12
- Danse only stomps around in combat. perk pain train removed and danse pain train edited. his script edited to have a higher chance for one liner. Strong cleaned of scrounger 02 (musta slipped past V8) and bump time reduced from 1 sec to 1/100 of a sec with a min move of about double what it was.
- Danse only stomps around in combat. perk pain train removed and danse pain train edited. his script edited to have a higher chance for one liner. Strong cleaned of scrounger 02 (musta slipped past V8) and bump time reduced from 1 sec to 1/100 of a sec with a min move of about double what it was.
-
Version
- [b][u][size=5]Version [/size][/u][/b]
[list=1]
1. Base
2. Changed X6s prototype gun to not be used by player so he can pick it up and use it. made all companion guns respawn incase something happens you can always get then again. tweaked MacCready to do more flanking with better aim and range. tried to make Deacon a little faster when told to stealthkill.
3. Cait has IronFist 4 removed(I rather she use a melee weapon). Curie can now knockout humans, Gen 2 synths, and ghouls. X6 will no longer call in a skynet army when hurt bad(6 second cool down). X6 received AdamantiumSkeleton01 and 02.
4.Gives Dogmeat a " Dogmeats found a new friend message" to pacified dogs so you don't wonder why all these ugly hairless dogs around you are not eating you.
5. Dogmeat aggression set to "aggressive" not "very aggressive" so he doesn't attack everyone in a new game. check posts if you met him before patch in a new game.
6. fixed Dogmeat retreating to 30% heath not under 3000% Health.
7. fixed Danse aggression to 1 not 2 (goth pissed). checked other companions for psychological problems. check post for fix if you already met danse (with this mod)before patch 7
8. Followers no longer help out economically. all scavenger, fortune finder, pickpock, cap collector, meat finding, and speech helping perks removed. piper still helps with speech(if her quest is done) and Mac still has 50% ammo refunding for himself. nick also still receives ammo/caps for holdups. for all those hardcore players out there, this is for you. "balance bitch" *drops mic*
9. now you need to ask Dogmeat to find enemies to get " super cheating wall hacks with purple swirly s*** ". only works when she is tracking not in combat. also made "quest Dogmeat find enemies" not garbage. did you know she only searches in a 90' cone that your facing? now you know, G.I.Joe
10. full cleaning in FO4edit(should be last) deacons starting level is not 70. Remade Preston's script. he now more organically calls in minute men when there actually needed. he also can only get one Molotov at a time. no more scorched earth.
11. Curie filler actor is cleaned for errors so robot curie can work. I didnt edit it (I think). the CK is stupid sometimes.
- [b][u][size=5]Version [/size][/u][/b]
-
- Author's activity
-
August 2017
-
16 Aug 2017, 2:46AM | Action by: Deathlock47
Attribute change
long description changed
May 2017
-
14 May 2017, 12:11PM | Action by: Deathlock47
Attribute change
long description changed
-
08 May 2017, 5:04AM | Action by: Deathlock47
Attribute change
long description changed
-
08 May 2017, 4:40AM | Action by: Deathlock47
Attribute change
long description changed
-
08 May 2017, 4:07AM | Action by: Deathlock47
Changelog added
Change log added for version 21
-
08 May 2017, 3:58AM | Action by: Deathlock47
File added
More Smarter Companions Mod
April 2017
-
24 Apr 2017, 6:59AM | Action by: Deathlock47
Primary image changed
20161213140145 1
-
15 Apr 2017, 4:20AM | Action by: Deathlock47
Attribute change
long description changed
-
12 Apr 2017, 4:42PM | Action by: Deathlock47
Attribute change
More Smarter Companions Mod UPDATE ONLY small description changed
-
12 Apr 2017, 1:43AM | Action by: Deathlock47
Attribute change
file visible to the public
-
12 Apr 2017, 1:43AM | Action by: Deathlock47
File added
More Smarter Companions Mod UPDATE ONLY
-
12 Apr 2017, 1:40AM | Action by: Deathlock47
File added
More Smarter Companions Mod
-
12 Apr 2017, 1:32AM | Action by: Deathlock47
Attribute change
file hidden from public viewing
-
12 Apr 2017, 1:29AM | Action by: Deathlock47
Changelog added
Change log added for version 20
-
12 Apr 2017, 1:28AM | Action by: Deathlock47
Attribute change
long description changed
-
12 Apr 2017, 1:02AM | Action by: Deathlock47
File added
More Smarter Companions Mod UPDATE ONLY
-
12 Apr 2017, 12:54AM | Action by: Deathlock47
File added
More Smarter Companions Mod
-
10 Apr 2017, 9:48PM | Action by: Deathlock47
Attribute change
long description changed
-
08 Apr 2017, 5:22PM | Action by: Deathlock47
Attribute change
long description changed
February 2017
-
13 Feb 2017, 1:20AM | Action by: Deathlock47
Attribute change
long description changed
-
- Mod page activity
-
April 2024
-
26 Apr 2024, 3:54AM | Action by: TheKingRiva
Endorsed
'More Smarter Companions Mod'
-
26 Apr 2024, 2:57AM | Action by: Wickedwisdom66
Endorsed
'More Smarter Companions Mod'
-
26 Apr 2024, 2:15AM | Action by: greaseandballs
Endorsed
'More Smarter Companions Mod'
-
25 Apr 2024, 10:00PM | Action by: BigVulpes1350
Tracked
'More Smarter Companions Mod'
-
25 Apr 2024, 9:10PM | Action by: gothdinovampfan
Tracked
'More Smarter Companions Mod'
-
25 Apr 2024, 7:59PM | Action by: KamenRiderDecade87
Endorsed
'More Smarter Companions Mod'
-
25 Apr 2024, 7:38PM | Action by: MaximilianSchuster
Tracked
'More Smarter Companions Mod'
-
25 Apr 2024, 5:49PM | Action by: Tsewe
Untracked
'More Smarter Companions Mod'
-
25 Apr 2024, 4:21PM | Action by: Dylerious
Endorsed
'More Smarter Companions Mod'
-
25 Apr 2024, 6:25AM | Action by: Goosetfi
Tracked
'More Smarter Companions Mod'
-
25 Apr 2024, 5:46AM | Action by: Chrill65
Tracked
'More Smarter Companions Mod'
-
25 Apr 2024, 5:08AM | Action by: skeind
Untracked
'More Smarter Companions Mod'
-
25 Apr 2024, 3:57AM | Action by: PirtyDrick
Untracked
'More Smarter Companions Mod'
-
25 Apr 2024, 2:34AM | Action by: gregrout
Endorsed
'More Smarter Companions Mod'
-
25 Apr 2024, 1:27AM | Action by: justinyskyrim3185
Endorsed
'More Smarter Companions Mod'
-
24 Apr 2024, 10:39PM | Action by: TheMcJiggles
Tracked
'More Smarter Companions Mod'
-
24 Apr 2024, 8:40PM | Action by: TheAKGyt
Tracked
'More Smarter Companions Mod'
-
24 Apr 2024, 6:42PM | Action by: xArchangel1228x
Endorsed
'More Smarter Companions Mod'
-
24 Apr 2024, 3:30PM | Action by: arachnid15
Endorsed
'More Smarter Companions Mod'
-
24 Apr 2024, 12:49AM | Action by: Avernx13
Endorsed
'More Smarter Companions Mod'
-