April 2017 #1 File of the Month: Heather is a complex, story-driven character with over 2400 lines of custom, voiced dialogue, quests, etc. that take place in the Commonwealth, Far Harbor and Nuka-World. Heather's unique implementation is designed to improve on the FO4 companion experience.
1) You do not have permission to upload my content to another site on Nexus or elsewhere. 2) You may not modify my file for upload without prior permission if the scope of what you want to do exceeds a simple compatibility patch. 3) You do not have permission to upload my content for use with another game. 4) You do not have permission to use the assets used in this mod in your own work. Explicitly you may not reuse, modify or in any way use my voice assets to write/rewrite or add content to Heather without my explicit and written permission. Nor do you have permission to use my voice assets in work unrelated to my own. If you would like to create compatibility patch for Heather to work with another Fallout 4 mod please feel free to do that without seeking permission as long as you do not include the Heather esp/assets in your upload. I do not grant permission for that. Please send players here to get the original Heather download and please give credit to me as the original author. Please do let me know if you create a patch so I can 1) tell players about it and 2) answer questions intelligently when players come in asking about it (which they will). 5) You may not use the voice files contained in this mod, or any other mod or venue, to train an Ai model of my voice.
File credits
I've borrowed the following assets to create Heather's looks. Thanks to all these authors for freely sharing their work. 1) Caliente's Beautiful Bodies Enhancer-CBBE- by Caliente and Ousnius Free-to-use permissions given; http://www.nexusmods.com/fallout4/mods/15/? Heather uses the CBBE curvy, nevernudebody 2) Ponytail Hairstyles by Azar v2.0; Requestedpermission which was granted. http://www.nexusmods.com/fallout4/mods/8126/?; Heather uses Ponytail Hairstyle 5 3) True Eyes - Fallout 4 Edition byJimtownIrish; Free-to-use permissions given http://www.nexusmods.com/fallout4/mods/7320/?;Heather uses the Brown eye 4) in Heatherv2: I've borrowed the meshes from the following mod to create the necklaces in this version Borrowed meshes from bronson. Open Permissions: https://www.nexusmods.com/fallout3/mods/8561
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NEW FUNCTIONALITY - SETTLEMENTS - Heather can now be dismissed to a settlement. -She can be dismissed to her default locations OR a settlement. -She will not respond to the transponder if she is assigned to a settlement. -She will deliver her random, repeatable chatter, like singing, while assigned to a settlement, but not other types of commentary which will only happen when she is following you. -She is also assignable in Sim Settlements 2. Thanks to Choochoo1 and fftfan/XV-Versus for asking me to do this and for testing and problem solving to get it working.
COMPATIBILITY FEATURE: PERKS: Added all three levels of Adamantium Skeleton to Heather so mods cannot cripple her limbs which causes her to drop her weapon. Thanks to everyone on 4estGimp's discord who let me know about the problem and pointed me in the right direction to solve it.
BARTER INVENTORY: Script that added DLC items to her trade inventory wasn't working right. Fixed.
DIALOGUE: If you send Heather to sleep in a bed she will talk while sleeping. I've conditioned the objects in her bunker and her chatter so she will not talk while sleeping anymore. Thanks to Zivers for finding this important oversight and letting me know about it.
DIALOGUE: Heather's Far Harbor convos wouldn't always work for players when they were in her chat menu so I've moved them out to her greetings where they don't seem to break. This was handled by the additional esp for v2.6, but that's been folded into this update.
DIALOGUE: Fixed greeting that didn't lead to dialogue and exited out instead.
DIALOGUE: She'd repeatedly deliver her line in the World's Vault Tec attraction entrance lobby. Fixed.
DIALOGUE: When she told the player she'd like/love them even if they were a synth the player response would play too soon and happen before she finished her line. Fixed.
DIALOGUE: She had a silent line in the Museum of Witchcraft and another in Cambridge Polymer Labs. Fixed.
DIALOGUE: Added a line back in about her not trusting Nick that can play up until you've entered Nick's office as part of the MQ.
DIALOGUE: Fixed conditions on various lines.
DIALOGUE: Fixed subtitles on various lines. Thanks to everyone who has reported these to me, especially Lively who hates typos <3
QUEST: Into The Fog would rarely fail to start when players arrived in FH with Heather so I made some script changes to hopefully get it working no matter what.
QUEST: Added a failsafe to the Seaside Bunker door so if the honeymoon quest objective does not trigger when the player arrives on the island but the player goes to the bunker the objective will set there and the bunker door will unlock.
QUEST: Added conditions to the "Talk to Heather about DiMA" objective in Into The Fog so it shouldn't show if you've already decided DiMA's fate.
QUEST: Into The Fog would rarely fail to put the tea Heather promises the player into their inventory. I've tried to make that more robust. It's unclear to me why it may fail so hopefully what I've done solves the problem. Tea can be added in the terminal if it fails in the quest.
TERMINAL: Added ring conversation to the affinity quest section so if you complete romantic affinity in the terminal it will also complete the ring convo and give the honeymoon quest.
TERMINAL: Added a completion option for the "Heather Bleedout Monitor" quest so players can complete it to remove it from their quest log.
TERMINAL: Removed a flag that sometimes causes weird visual effects when building her terminal in a settlement. Thanks to Nartaga and emiral on the Collective Modding discord server who pointed me in the right direction so I could fix it. Teamwork ftw.
Version 2.6
BUNKER: Bedroom cabinet with Easter Egg in it didn't open reliably so I've just replaced the scripting with a simple lock so it should never fail once the player gets the key.
BUNKER: Dogmeat can "find" a quest object that is hidden behind the walls of the bunker and is needed for a Heather quest and if he takes it that would break that bit of the quest. I tried moving the object out of his range, but it's possible no matter what I do he'll be able to retrieve it. So don't ask him to find things in the bunker, please. He's too clever.
DIALOGUE: The player's dialogue was silent in one of the Railroad scenes you can have with Heather. Also missing a couple of Heather lines. Complete fail on my part. Fixed.
DIALOGUE: One of her stories played the second line of the story twice. Fixed.
DIALOGUE: Fixed some subtitles.
DIALOGUE: Fixed condition on a Far Harbor related comment that played in FH but should be delivered only in the Commonwealth.
DIALOGUE: Tightened up conditions on the comments she delivers in Covenant because they might play at awkward times. Now she'll only deliver them in the Covenant locations.
INSTITUTE: Under a rare set of circumstances Heather might follow the player into the Institute even when she shouldn't. I've tightened up the script that allowed that to happen so it shouldn't happen again.
TRANSPONDER: Modified script. If she's stuck in one of the new v2.4 no-response companions scenes she'll now be removed from it and returned to following the player. Also made those scenes interruptible.
QUEST: If the player didn't play through the honeymoon of Into The Fog but did do the fetch bits of the quest the quest would auto complete so if you went back later to do the honeymoon part it wouldn't work. I've fixed that. Players who do this will now get a popup message that guides players around the issue.
Version 2.5
DIALOGUE: Accidentally set a setting in her Railroad scene causing her to endlessly repeat the opening lines to the scene.
DIALOGUE: Missed ticking some chatter lines to play only once so they were repeating.
DIALOGUE: RADIATION COMMENTS: In v2.4 she may spam the comments she makes when the player takes radiation damage. I'd built something to stop that for v2.4 but it still wasn't working. Turns out I had a bugged script property. So I rebuilt the anti-spam measures and she should say them appropriately now.
SEASIDE BUNKER: Added failsafe method to make sure seaside bunker hatch can be interacted with because even though it should work it keeps breaking for a small number of players.
Version 2.4
MOST IMPORTANT CHANGE IN THIS UPDATE: BEST TO ONLY UPDATE INTO NEW SAVE IF YOU TRAVEL WITH OTHER COMPANIONS AND LIKE LISTENING TO THE CHATTER BETWEEN THEM AND HEATHER.
COMPANION CONVERSATIONS: About a month ago the quest that ran all of the chatter between Heather and the other companions broke. I had a choice at that point, rebuild as is or try to improve how it works. I chose to improve it which was a tremendous amount of work so hopefully people like it. This is what's new:
-Heather now talks to Dogmeat and has a handful of lines with Curie and Nick in addition to the others she's always talked to (Cait, Danse, Deacon, Hancock, MacCready and Piper)
-The exchanges between them now play at a rate of one line per level and they play once. Piper has the most lines with 35 and Curie the least with 12. The only exception to that is Dogmeat who has level gated play once lines but also has several random lines that will repeat.
-Because of the companion dialogue rebuild there is no need to turn down the chance of their lines playing, however, Heather does deliver repeated dialogue with Dogmeat and you can still turn down the chance of hearing those interactions.
-The option still exists in the terminal to turn off conversations between Heather and all other companions or you can turn off only the interactions with Piper.
-Made changes to Heather/Piper dialogue to stop her from saying something without Heather initiating it. The fix means that you will only hear Heather's insulting comments once. After that she won't squabble with Piper anymore and then once Sweet Revenge is over she'll make up with Piper and they'll have additional interactions like the ones she has with the others.
AUDIO: Normalized the volume on about 30 lines because they were too loud relative to other lines.
BUNKER: I spent a lot of time in there with Dogmeat while writing his lines and there were a lot of navigation issues for both he and Cosmo on the stairs so I've removed the stairs. It's just a little hallway there now instead of the stairs.
COMPATIBILITY: Changed some of the lighting settings in both Heather's bunker and the one in Far Harbor to allow mods that make changes to lighting templates to change the bunkers without needing patches.
COMPATIBILITY: Mods that remove the animations from the vanilla workbenches will prevent Heather's chem station scripting and the scripting for her to make Kellogg's armor from running correctly. To solve that issue I've made a unique mesh for the armor bench in her bunker (the chem station is already unique). This means if you use a mod that removes the anims you can get her expected behavior from the stations in the bunker when the scripts fail elsewhere.
COMPATIBILITY: I've set CA_Is_Romantic to 1 when you max romantic affinity with Heather to facilitate compatibility with other mods.
COMPATIBILITY: Went through all of the effects, keywords and categorization for every ingestible to bring them in line with how equivalent vanilla items are done. Teas and curatives are medicine and gift drinks and wine are food.
COMPATIBILITY: Found a workaround to get A Promising Partnership quest to start at the beginning of the game like it should with mods that suppress it.
COSMO: I added cat bowls with food and partially eaten fish bits by the fireplace next to the exterior bunker door so people don't worry about Cosmo starving if they don't visit the bunker. He had a fish chunk up on the wall where he sits but I don't think players can see it so I've added more. Added another player line to greet him.
DIALOGUE: The player and Heather had no dialogue between them when you clicked on her to command her/use the command menu. I've changed that by adding player dialogue there and added new or moved Heather dialogue there as needed.
DIALOGUE: Added three new scenes between the player and Heather and expanded one. You may or may not see them based on gameplay choices and whether or not you have the shaun content turned on/off. The Institute convos are vanilla family content related. 1. First talk about the RR is much longer now 2. If you win the MQ with RR by blowing up the Institute, 3. If Heather is there on the CIT roof when Father tells you he experimented on you and 4. if you blow up the Instiute with any faction and play with the full vanilla Shaun content on.
DIALOGUE: Added more stories, more chatter lines and reorganized some chatter to expand the number of levels in which the player will hear new, unique lines.
DIALOGUE: Added a line or two into a handful of scenes to improve them.
DIALOGUE: Added more lines in response to the player, "What's on your mind?" line in the chat dialogue menu so she'll say something other than just, "Not much, you?" when she's out of topics
DIALOGUE: Fixed in v2.3 Hotfix Included: Condition added to Nuka Dark opening greeting so if you completed that quest before updating to v2.3 she stopped repeating the opening dialogue for that quest.
DIALOGUE: Fixed a line about Tektus so that players who replace OR kill him get the scene with Heather.
DIALOGUE: Tightened up some conditions so she wouldn't deliver random, generic comments while player is sneaking.
DIALOGUE: Hopefully fixed player silent dialogue on xbox. I spent hours rebuilding it so it should (hopefully) work now.
DIAGOGUE: Same for any Heather dialogue that was silent on xbox. Hopefully fixed after rebuilding.
DIALOGUE: Fixed mismatches between subtitles and spoken dialogue on a several lines.
DIALOGUE: She was delivering wrong line for UFO overhead sighting so rebuilt to work correctly.
DIALOGUE: Fixed so Heather doesn't offer you a Refreshing Beverage unless you are truly hurt.
DIALOGUE: Tinkered with the dialogue she delivers via vanilla markers to lessen repetition.
DIALOGUE: Cleaned up conditions on a DC comment so she didn't talk about noodles twice in a row every time you entered DC the first time with her.
DIALOGUE: Cleaned up conditions on some NW comments.
DIALOGUE: Cleaned up conditions on some BOS and Prydwen comments so they played over time or at better moments.
DIALOGUE: Cleaned up conditions on FH comment/scene so they played only when they should.
DIALOGUE: Cleaned up and reorganized and in some cases rewrote pre- and post-Kellogg kill comments to improve narrative.
DIALOGUE: Some greetings seem to have lost their connection to Heather's main scene so blocked player from dialogue with her. Fixed that.
DIALOGUE: She would maybe talk to the wrong trader in Bunker Hill if more than one was there at a time so I conditioned it so she'll only talk to Deb or Cricket there.
DIALOGUE: She'd spam hellos under certain conditions which was very annoying so I fixed that.
DIALOGUE: Player had a silent line in the scene where she talks to you about Kellogg's armor. Fixed.
DIALOGUE: Moved four lines out of her repeated stories collection and made them play once during gameplay instead.
DIALOGUE: Moved some lines that didn't feed into scenes out of the "Chat with Heather" dialogue topic so players don't have to dig through her dialogue menu for them.
DIALOGUE: Moved most lines that feed into scenes out of her greetings and into her "Chat with Heather" dialogue so she doesn't ambush you with a scene when it's inconvenient. Some cannot be moved due to how they are set up technically, but those that are moved may result in a hanging "Chat with Heather" objective in a DLC if you update into a current save, but they will clear out when the quest completes.
DIALOGUE: HOTFIX 2.3.2 Included. Stopped her from repeating, "I've got nothing to say to you" in NW or FH after you talked her into following you again after working with NW raiders.
DIALOGUE: Tightened up her pre-hire greetings so that there should now be no way to hire her even if you are the active Overboss. She should not be hireable in that circumstance.
MISC: Fixed name on the Port Bar Harbor bottles
PERK: Added a missing condition to the Married! perk so it does not apply to the player or Heather when Heather is dimissed.
QUEST: Forgot mechanism to shutdown bleeding out quest if player dismisses her from the game. Fixed.
QUEST: Fixed script so FH quest should start correctly if you take Heather to the island for the first time not during the opening quest/boatride.
QUEST: Nuka-World Dark quest would reassert itself as active in the Pipboy during gameplay. Fixed.
QUEST: Cleaned up some confusing/inaccurate objectives in the Sweet Revenge quest.
TERMINAL: Once Heather has been hired you can build her terminal in FH or NW. Was disallowed in earlier version. Also eliminated the condition that only allowed one in the gameworld at a time. You can build one at each settlement now if you want.
TERMINAL: Added option in her terminal so you can set her singing timer to different values. Default is now set to 12 hours (it was 6 in earlier versions) and you can set it to 6 hours or 24 hours. The option to turn off the singing has not been changed. Also tweaked the script that triggers a singing line to try to prevent her from spamming singing lines which could happen under certain circumstances.
Version 2.3 HOTFIX
DIALOGUE: Condition added to Nuka Dark opening greeting so if you completed that quest before updating to v2.3 she'll stop repeating the opening dialogue for that quest.
Version 2.3
DIALOGUE: Removed some conditions that broke one of her responses when she gives you a gift.
DIALOGUE: Fixed conditions on commenting in the RR so they would accurately reflect if the RR was destroyed or not.
MISC: When player tried to craft Heather's Fog Drop grenades the game would freeze in the menu. Fixed it.
MISC: Rewrote script that refills her store inventory to accurately reflect improvements in stock as scrap locations are visited.
QUEST: Removed the wait time in the Far Harbor quest between the Honeymoon and the fetch quests. Players will now get the objective to talk to Heather about her new tea once the honeymoon is complete OR they've been on the island for 3+ days whichever comes first.
QUEST: Reworked how Nuka Dark triggers when you enter Nuka-World with her so that her quest starts and all objectives are given at start up rather than requiring that you talk to Heather first to get the objectives.
FILES: Merged the Voices.ba2 into the Main.ba2
Version 2.2
DIALOGUE: Fixed conditions on a Confidence Man comment so it played at the right time. Tightened up conditions on comments that might play incorrectly after Kellogg is killed.
DIALOGUE: Changed flag on clothing related greetings so they don't play randomly which improves chance player will hear them.
DIALOGUE: Removed lines from gift scene. Player would give Heather a present without context.
DIALOGUE: Improved conditions on her Fort Hagen dialogue so Heather doesn't talk over Kellogg's monologuing.
DIALOGUE: Improved scripting to increase chance that Heather will talk to Cricket after player barters with Cricket.
DIALOGUE: Added additional checks/conditions to Heather and Piper dialogue so it wouldn't get stuck repeating apology convos.
DIALOGUE: Voiced an unvoiced line about releasing Lorenzo.
MISC: Fixed objective in her terminal so when you complete all NW locations her quest greeting in NW will be turned off.
MISC: I give Heather 5000 caps by default for her store. I've built options into her terminal so the player can set that caps amount to 250, 500, 1000, 2500 caps. Her caps are reset when her store inventory is reset.
MISC: Heather was jumping out of vertibirds if she talked while riding. I fixed the script that was making it happen.
MISC: Fixed progression of her store inventory as player takes her to the scrap sites in Tour of the Commonwealth quest.
Version 2.1.1 HOTFIX
***DIALOGUE: Condition prevented her greetings from playing correctly and breaks quests.***
DIALOGUE: Hellos shouldn't play when following. Turned those off. They are on when she is dismissed.
QUEST: The alien in the cave could generate a marker when it shouldn't anymore. Removed it.
Version 2.01 or v2.1
DIALOGUE: She had a singing line that had an extra, unneeded line of subtitles. I deleted that.
DIALOGUE: Fixed percent chance on chatter with other companions.
DIALOGUE: Tightened up the greetings when you meet her so if you've killed all four bosses out in Nuka World you can hire her and you won't get stuck in broken dialogue.
DIALOGUE: Fixed conditions on a line referencing finding Kellogg that she would say after he was dead.
DIALOGUE: Fixed the flags on comments delivered at triggers shared by the vanilla companions because they were playing too often or incorrectly (Shh, Ferals + water comment, etc)
DIALOGUE: There were reports that she would incorrectly deliver lines to traders. Tightened up those scripts.
DIALOGUE: Fixed condition on comment in the Institute so she wouldn't talk about blowing it up unless you were there during the MQ to blow it up.
DIALOGUE: Tightened up conditions on UP related greetings so she wouldn't ask to go to UP if you'd already taken her there.
DIALOGUE: Deleted a line where she tells player she'll buy synth components from them. It was confusing players.
MISC: Minute Noodles spawning fixed and can be managed in Heather's terminal. Default rate to find them is now 20%; so if you loot 10 gunners the most you should expect to find would be Minute Noodles on two of them. Other mods may affect that rate, so if it needs adjusting in your own game use the terminal.
QUEST: She would change back into her default outfit after giving her the wedding ring and talking about it. Fixed it.
QUEST: Renamed "Heather Is Bleeding Out" Misc quest. It is there to monitor her bleeding out state and puts a marker on her when she is in knocked down. Can.be unticked in the Pipboy log, but will always be there. Just like, "A Promising Partnership,"
Version 2.0
HIRING: You cannot hire Heather if the "Home Sweet Home" quest is currently active. She won't talk to you as the Overboss. If you get kicked out and the quest fails you can hire her.
HIRING: When the player enters the gameworld exterior for the first time with the mod activated it will trigger "A Promising Partnership" rather than the radio quest.
DIALOGUE: Modified chatter script to improve delivery of quest/location lines and moved many stories to "chat with Heather"
DIALOGUE: Modified chatter script to improve delivery of quest/location lines and moved many stories to "chat with Heather"
DIALOGUE: Turned her "chat with Heather" topic into it's own menu.
DIALOGUE: Added nearly 200 combat lines across all the different types of commenting during combat
DIALOGUE: Changed delivery of her dialogue with other traders. When you exit the barter menu with Cricket, Carla, Deb at Bunker Hill, Doc Weathers, Lucas, Penny in Covenant or Wolfgang there is a good chance she'll talk to them.
DIALOGUE: Added a conclusion to the story between Heather and Piper. After Sweet Revenge is completed if player travels with both of them over a series of brief exchanges they will agree to be friends.
DIALOGUE: Player can turn off or adjust the frequency that she will talk the other companions she talks to in Heather's terminal.
DIALOGUE: Player can turn off/on Heather's generic chatter
DIALOGUE: Player can turn off/on Heather's singing
TRADER: Trader container resets completely every three days. All items removed including caps and new caps/items added
LORE: Revised one of Heather's journal entries and the article she gives you to help clarify why she doesn't like Piper.
BUNKER: I've added a lot of clutter to the Bunker and a room where Heather grows plants she uses.
BUNKER: Cosmo the cat lives there now. He follows you/Heather in/out of the bunker.
BUNKER: When you complete Nuka-World, Far Harbor, Automaton, Sweet Revenge or give Heather the fern flowers items will be added to the Bunker.
ARMOR: Heather's mom's PA got a paint job and Casdin Caravan logo.
ARMOR:The Casdin Caravan logo decals for PA and combat armor are available to players.
ARMOR: Her armor and bag have been added to the workbench and can be modified with ballistic weave. It unlocks at 750 affinity.
ARMOR: Her mother's holotags are now a necklace. Borrowed meshes from bronson. Open Permissions: https://www.nexusmods.com/fallout3/mods/8561
VARIOUS: Added a memorial to georgie in the cemetery by Heather's bunker (same cell).
VARIOUS: Player will no longer greet her as "officer" in Diamond City if she's dismissed there.
VARIOUS: Transponder can now call Heather into the Institute once Sweet Revenge is completed. There is no longer a main quest requirement.
VARIOUS: Gift drinks now have recipes that unlock when gift is received.
VARIOUS: Heather won't wander to a chem station in the exterior of Diamond City to prevent her getting stuck in "busy" state.
VARIOUS: Missing audio from v1 has been recorded and added or line was deleted.
VARIOUS: Gave all of her products unique meshes/textures
CHANGE TO TOUR OF THE COMMONWEALTH; The UFO cave is no longer an objective in the quest. Only the ship itself. If you do go into the cave with Heather and shoot the alien and loot the weapon she has dialogue for that, will ask for the weapon, and affinity points will be awarded for giving it to her.
Version 1.03
1) CHANGE: Additions to Heather's settings terminal:
a) Players can turn chatter on/off during sneak.
b) Players can turn non-unique, random idle chatter on/off.
c) Players can turn Heather and Piper's bickering on/off.
2) BUGFIX: If player used cheat/debug terminal to complete the crashed
Alien Space Ship stages the Cave objective would not complete.
3) BUGFIX: If player had a hired companion somewhere in the gameworld
but not closeby when trying to hire Heather the opening scene
wouldn't progress beyond the first line.
4) BUGFIX: After completing Benign Intervention Heather might nag Cait
about her chem use.
5) BUGFIX: If player chose just friends at max affinity the dialogue
would repeat endlessly.
6) BUGFIX: Player would get stuck in workbench if modifying Heather's
armor and the PC was male. Added male models to armoraddon record.
7) BUGFIX: The normal map for Heather's hands was pointing to the
wrong texture.
dd
Version 1.02
BUG FIXES/CHANGES
- If player refused sneak bonus the topic would play repeatedly.
Fixed it so topic behaves like it should.
- Added toggles in Heather's bunker terminal so that player can turn on/off
the Power of Alternative Medicine perk or Heather's sneak invisiblity
perk.
- Fixed missing Hancock dialogue when talking to Heather.
- Alien convo could play more than once. Fixed that.
- When you told Heather to "stay" in the command menu she would wander
around so far she could wander into combat. I've cut that radius to about
a quarter of the size it was originally.
Version 1.0
***NEWLY ADDED***READ SO YOU AREN'T CONFUSED IN GAME WHEN SOMETHING IS DIFFERENT***
- Heather now starts set in her Vanilla Aggressive combat style.
- I went through all of her packages to change things that either didn't work
correctly or irritated players. This is a list of what I've done and it's why
you need to start a new character to use this update.
- SNEAK DISTANCE AND FOLLOW DISTANCE
-When you choose the follow distance for Heather that sets both her
sneak and follow distance. If you choose near she will follow and sneak near, if
you choose far she will both follow and sneak at that far distance.
- FIXED IT SO SHE ISN'T JUMPING OUT OF HER PA
-When you go into Workshop Mode she won't wander around, but will walk
to the workshop and wait there until you are done. She won't wander around
while following you in PA and she may/may not wander around when dismissed
in PA.
-ON SLEEPING - She will no longer hop out of her PA when you go to sleep.
She was doing it after you slept so it was broken. She now stays in her PA like
Danse does and says the sleep lines, just like he does. If you want her to lay
down in the bed you'll have to order her out of her PA before you go to sleep.
- CHANGED HER FOLLOWING PACKAGE
-She'll use more idle markers when she sandboxes while following,
however, she will only sandbox in cells with the workshop or settlement keyword
attached to them.
-Tweaked some of the settings to improve follow time and to improve
response time to combat.
- When you dismiss her to the workshop that has her Chemistry Station in it
she will now sandbox around the Chem Station itself and not the main settlement
workshop.
- ADDED SOME MECHANISMS FOR CHOICES IN PERKS, ETC
- You'll be able to choose to accept/refuse the sneak and potions bonuses. That
will happen in a message popup when she tries to award them.
- Heather's terminal now has a topic called, "Housekeeping" You can turn
unlimited ammo on/off, unbreakable PA on/off and, if you've completed the optional
objectives to give her the Alien Blaster or Grognak's Axe and you or she have it
in your inventory you can display it in her cabinet.
- If you don't want Heather to smoke remove the cigarette packs or singles from
her inventory. She will only smoke if she has more than one of either of those
items.
- CHANGED HOW TOUR OF THE COMMONWEALTH DISPLAYS THE LOCATIONS
I changed how the objectives are shown so that you can have a list of the
locations that check themselves off as you find them. There will no longer be a
big objective shown when you find the location, but if you look in your Pipboy
the location will be checked off so you know it's found. Doing it this way gets
you a neat list. Adding more objectives makes the list more or less useless as
it becomes cluttered.
- ADDED SOME USAGE OF ITEMS YOU GIVE TO HER
- If she has noodle bowls in her inventory after she's awarded you the bonus for
that or buzzbites she'll "consume" one when sandboxing (noodles during workshop
mode and buzzbites when you ask her to stay).
- If she has > 1 cigarette item (packs or singles) when she goes on her smoke break
when you ask her to stay, she'll consume one of them.
- ADDED MARKER FOR HEATHER'S CURRENT POWER ARMOR
Marker for it added to A Promising Partership. Thanks to player, BigAndFlabby,
who suggested I add a marker for Heather's current PA so if she does jump out or
you ask her to leave it you'll know where it is. He shared his version of doing
this with me and saved me some time figuring out exactly how to script it
from scratch.
-ADDED A MAP MARKER FOR THE BUNKER
***CHANGED***
- When changing combat style or follow distance the current setting is indicated.
- Expanded the size of the trigger "zone" for the junkyards and the crashed
alien spaceship.
- If you are in UP when you are given objective to talk to her you can do it now.
- If Heather is killed her body doesn't immediately disable. It will stay there
for five minutes so it can be looted.
***BUGS FIXED***
- Her random chatter is completely fixed. It will player about every five minutes
unless you are really busy doing the things that prevent it (you're in a scene,
in combat or she's in a scene delivering another type of line)
- Outfit textures were displaying incorrectly. Fixed.
- Chemistry Station affinity was limited by her barter container reset. Fixed.
- Deleted incorrect line from Faneuil Hall.
- Typo in line "Love running around in Power Armor..." Fixed
- Put her swimming line back into the scripting
- Two people couldn't sit on the couch in the bunker. Fixed
- Magazines on the mag shelf couldn't be put into its container. Fixed.
- She won't get stuck when you go into workshop mode anymore.
- She won't talk about finding Valentine in DC if you've already completed that
part of the MQ.
- Fixed incorrect condition in her dialogue with Danse which was messing up some
of her dialogue with the other companions.
- She should not chase you down in Vertibirds anymore when not hired.
Heather update to v2.7 February 16, 2024
This update does not require a new save but you do need to replace your current v2.x version with the new one. Do not merge. Old scripts, etc. not removed can cause issues in gameplay so it's important to replace your old version completely with the new one.
What you should know: v2.7 is primarily a bug fix, however I did add one, new feature. Heather can now be dismissed to a settlement. She is also assignable in Sim Settlements 2. See Change Log for complete list of fixes.
Be sure to check out the OPTIONAL FILES found in the FILES tab if you need: 1 - Bodyslide Files for Heather's outfit. 2 - A patch that will override any lighting mod you use that makes Heather's bunker either too dark or too bright. 3 - You would like Heather to not use CBBE at all (default textures, outfits, etc are vanilla) 4 - You would like to remove all mention of Shaun or the player's spouse from Heather's dialogue. 5 - You play VR and need an esp with the header changed to .95.
I will update the xbox version to v2.7 after the FO4 updates are done.
If you are UPDATING from V1.x to V2.x you should never update to the latest v2 version into a save that is currently using v1.x. The mod will be riddled with bugs if you attempt to do that. Please use CTRL F to search for "THINGS TO KNOW ABOUT HEATHER V2" if you want to know more about installing the latest v2 version if you are playing v1.x. **********************************************
April 2017 #1 File of the Month GENERAL INTRODUCTION Heather is a caravan trader who grew up in the Commonwealth. She hates and distrusts synths, wishes she lived before the war when everything was nice, believes in aliens and has heard that pre-war donuts were delicious. Heather is a complex companion similar to the vanilla companions in concept with over 2200 lines of custom, voiced dialogue that is delivered throughout the Commonwealth, Far Harbor and Nuka-World . She comments during quests, in specific locations, in random chatter and in conversations with the player and other NPCs. Heather has a tragic past, like most everyone else in the Commonwealth, and when you meet her she still feels that loss acutely. By completing the quest Sweet Revenge you will help to heal her wounds letting her move on with her life. As time goes on her history will be revealed to you through conversations, general chatter, stories and terminal entries. When you first meet her she hates synths and thinks the BOS is awesome, but she'll support you no matter which of the four factions you side with.
WHERE DO I FIND HEATHER IN THE GAMEWORLD? Her quest, "A Promising Partnership" will trigger when you enter an exterior in the gameworld after ticking the mod active. If you exit the vault it may take until you reach Concord for it to start. When you exit the vault the game runs a lot of startup stuff and mods may increase that load. You may get the quest as soon as you reach Sanctuary, but it may take longer. If you enter somewhere else in the game the quest should start immediately. That quest puts a map marker on her location and you can go straight to her location to hire her. There is a radio station you are asked to listen to, but if there is a conflict in your load list the radio station may not play. You don't need to listen to the radio to hire Heather. Choose the quest in your Pipboy and then check the map for the quest marker on her location or see the image of the Pipboy map for her location.
DO I NEED TO START A NEW GAME TO PLAY HEATHER? If you are upgrading from v1.x to v2.x you should start a new game to player Heather. Otherwise, no. You do not need to start a new game to play with Heather. She has content for quests as early as going to Concord to save Preston, but she'll have comments whether you take her with you or not. She has comments for locations around the game world, so if you have a character at a very high level she'll still have dialogue content for you as you travel around in addition to her quest content. You will miss out on main quest or side quest dialogue content, but if you like her you could always take her along on your next new character to see that stuff.
WHAT ARE HEATHER'S ABILITIES/STATS? 1. Special Ability: "Never Trust A Synth" -Heather's attack damage is increased by 10% against synths 2. She carries a laser pistol that is personalized with her name and the Casdin Carvan logo. The player can take it at any time and it uses proper ammo, not companion ammo. I've created a unique version of every vanilla barrel available to upgrade the pistol. Those personalized upgrades are available in the workbench. 3. Her default outfit has Ballistic Weave and provides +30 AR and +30 Energy Resistance. 4. Her bag (which can be removed) provides an additional +25 carryweight. If you unequip it from her she loses that carrying capacity. Reequipping the bag will return the effect. 5. She hacks Novice level terminals. You can train her to hack more difficult terminals by telling her to hack a terminal via the command menu. Her skill levels as she uses it. Every five terminals unlocked moves her up a skill level. Once an hour when she hacks a terminal you get +15 affinity points. She will have 100% success hacking a terminal she is trained to hack. 6. She has several perks/settings which improve her performance -She has four levels of the Sneak perk and doesn't affect the stealth meter. -She is affected by the Inspirational perk and by the perks given by Live & Love. Lone Wanderer works for the player even when she's following. -Her default running speed is much higher than vanillas and closer to the player's sprinting speed. -She doesn't suffer damage when she takes a fall from high locations.-She actually stays where you tell her to stay. -The PA she wears doesn't degrade. And she has infinite ammo for any weapon similar to how it works for settlers. Both of these options can be turned off in the terminal in her bunker (you gain access to the bunker at 250 affinity).
HOW IS HEATHER DIFFERENT FROM THE VANILLA COMPANIONS? Heather was built using only a few bits of the companion system that the vanilla companions and most other modded companions use. That means there are some differences in how she handles dialogue, affinity and gameplay:
DOES HEATHER HAVE HER OWN QUESTS? Heather has five quests for the player. -“Tour of the Commonwealth” Heather gives the player a list of 18 locations she'd like to visit. This quest cannot be completed until after the player has reached Level 20.
-“Sweet Revenge” Requires some of the Main Quest be played through and her affinity cannot be maxed until it is completed. Does not trigger for players that have completed the Main Quest until you reach 500 affinity points with Heather. See Articles tab above if you need some ideas of where to find lots of Gen 1 and Gen 2 synths in the game.
-“A Promising Partnership” This is her affinity quest, however it will never leave your Pipboy quest log. Her location marker is run through this quest as well as other events that happen throughout the life of the mod, as well as most of her dialogue. NEVER RESET THIS QUEST IN THE CONSOLE.
-"Into The Fog" -This is her Far Harbor Quest. If you max affinity with her romantically you will be prompted to put a wedding ring on her finger (equip it in her inventory). The next time you talk to her she'll suggest you take her on a honeymoon to Far Harbor and the quest is started. If you do not max affinity with her romantically the quest will trigger after you've been in Far Harbor for a few days. IF YOU DESTROY FAR HARBOR SHE WILL LEAVE YOU. IF YOU HAVE MAXED AFFINITY WITH HER AND CHARISMA >= 8 YOU CAN CONVINCE HER TO COME BACK, HOWEVER, IF YOU ALSO ATTACKED THE COMMONWEALTH WITH THE RAIDERS SHE WILL LEAVE YOU FOREVER.
-"Nuka-World Dark" -This is a tour quest of Nuka-World. The locations there will count toward the total number of locations needed to complete "Tour of the Commonwealth." However, if Tour of the Commonwealth is completed before going to Nuka-World this quest will still trigger. IF YOU ARE CURRENTLY THE OVERBOSS SHE CANNOT BE HIRED. IF YOU HAVEN'T COMPLETED HOME SWEET HOME YOU WILL BE ABLE TO HIRE HER ONCE YOU'VE KILLED ALL THE RAIDER BOSSES. IF YOU AGREE TO WORK WITH SHANK TO ATTACK THE COMMONWEALTH AND SHE CANNOT TALK YOU OUT OF IT SHE WILL LEAVE YOU. IF YOU HAVE MAXED AFFINITY WITH HER AND HAVE A CHARISMA OF >= 8 YOU CAN TALK HER INTO COMING BACK TO YOU BUT ONLY AFTER YOU'VE COMPLETED "HOME SWEET HOME' OR ONCE YOU HAVE KILLED ALL THE RAIDER BOSSES.
HOW IS HEATHER'S GAMEPLAY DIFFERENT FROM THE VANILLAS (not dialogue)? 1. She reliably stays where you tell her to and won't leave that spot ever. She will wander from the spot a short distance, but she will not follow you through load screens, etc. 2. She won't automatically sandbox while following you EXCEPT if you are in a settlement or workshop. There she will wander around and use idle markers, furniture, etc. She'll do this in any workshop or settlement, even modded ones, if they have the right keywords on the location. 3. She has three combat styles you can set in her dialogue menu. a- Vanilla Aggressive is the combat style the vanilla companions use by default. She'll fight anything, anytime. She won't care if you are sneaking or not. b- Vanilla Defensive will create a more timid combat performance. She'll be less aggressive about entering fights, although whether you are sneaking or not still doesn't affect her willingness to fight and she'll run away if an opponent is out of her league (calculation done by the game). I don't find it to be all that different from Vanilla Aggressive except that she will flee combat. c - Enhanced Sneak is an attempt to shut down any detection/aggro on her at all when the player is sneaking and to only turn that back on if the player has been hit/isn't sneaking. She won't run away from combat like she does in Vanilla Defensive and she won't attack everything without restriction like in Vanilla Aggressive. If you sneak she won't attack until you are hit or you stand up. While in this mode Heather takes zero damage outside of combat. 4. She does not spam the player with messages about what you're doing. There will be zero, “Heather liked/loved/disliked/hated that” messages because, "llama hates that." If Heather has an opinion about something going on in the game you will hear it in a comment or conversation. 5. If she becomes crippled or is bleeding out she may heal herself but only if both of the following conditions are true: a. she is > 3000 units away from the player b. has a Refreshing Beverage in her inventory 6. She has a permanent marker showing her location. You can see it by choosing the quest, "A Promising Partnership" in the Pipboy and looking on the map for her marker. Her current set of Power Armor will also have a marker in this quest. 7. She can be permanently fired. Doing this will shut down her quests, remove perks from the player, etc. However, even though she will no longer be actively present in your game as a character, you should never delete the mod if it is present in your current gamesave. You’ll destroy your gamesaves doing that. You should never do it with any mod. 8. Heather can be dismissed to her own locations or as of v2.7 can be sent to a settlement as a regular settler. If you choose not to send her to a settlement the following happens: before you've reached 250 affinity she'll return to the spot where you first found her. After 250 she'll go back to the bunker. Once you've maxed affinity with her you can build, "Heather's Chemistry Station" at a workshop and she'll go to there when dismissed. You can send her to either dismiss location (her own or settlements) whenever you want. 9. She gives you a transponder to carry. When you turn it on (highlight it in your Pipboy inventory (it’s located in the same section as chems)) she'll come to your location. If you don't have one in your inventory you can craft one at the Chemistry Station. You can use this if she's been fired. USE THIS TO RESET HER AI IF SHE IS ACTING FUNNY (not following properly, etc). 10. Like the vanilla companions she will not follow you into the Institute except during the end of the main quest. Once Sweet Revenge is complete, however, you can choose to use the transponder to bring her into the Institute with you. 11. Her store inventory resets every three days. Heather carries unique alternative medicine products and scrap in her store. 12. You can set her follow/sneak follow distance in her settings menu (near, medium or long). Default is medium. She will sneak at the same distance you've chosen. So, choose near and she will both sneak and follow near, etc. 13. If you are playing in Survival mode Heather will not cast Lover's Embrace when you sleep with her. Instead she will cast "Heather's Embrace" which increases XP +5% and lasts for 12 hours. This is meant to supplement the Well Rested perk you get in Survival so that the effect is equal to what you'd get if she did indeed cast Lover's Embrace. This is a workaround I had to do because she is built outside of the vanilla companion system and doesn’t automatically cast Lover’s Embrace like the vanillas do (or companions built with that system). 14. Her affinity with the player progresses a bit differently from the vanillas and you do not need Charisma to successfully progress through her affinity quest. As time goes on she likes you more and conversations reflect that. 15. She doesn't count as a companion in the game so you can freely hire your allowed vanilla companion with no issues. 16. She cannot be controlled using another mod like the vanillas can be. If you install a multi-companion mod or another mod that manages your companions behavior you cannot use it on Heather. It will break her AI. The mod can be in the same list, but you cannot register Heather for it or use it on Heather.
HEATHER'S AFFINITY PROGRESSION (To see the complete list of what Heather awards affinity points for look in the Articles tab above.)
250 Points/first affinity conversation -Perk awarded 2/5 -She gives you the key to her bunker
500 Points/second affinity conversation -Perk awarded 3/5 -She increases her carryweight by 25 pounds
650 Points/third affinity conversation -Perk awarded 4/5 -Gives you a couple of small presents based on previous gameplay
750 Points /fourth affinity conversation -Perk awarded 5/5 -She gives you the key to the safe in her bunker (contains some worthwhile loot) -Her Alternative Medicine recipes are unlocked -You can choose to sleep with her or remain friends -No one is in love at this point; if you sleep with her it's not an exclusive or serious relationship. No one says the word love. -You can stop here if you want. A Promising Partnership is never removed from your Pipboy because it houses her permanent location marker and other things that can happen at any time during the game. If you do nothing more to increase her affinity you could stay at this stage with her forever. NEVER RESET 'A PROMISING PARTNERSHIP' IN THE CONSOLE.
900 Points minimum/fifth affinity conversation -Only available once you've completed "Sweet Revenge" -Heather confesses her feelings for you and the player gets three days to consider if they'll romance her or not.
> 900 Points minimum /final affinity conversation (takes place three days after the 900 conversation) -You can remain friends at this point or declare you're love for her
HOW DO I TRACK MY AFFINITY PROGRESS WITH HEATHER? 1. Two messages should appear whenever Affinity Points are awarded. One tells you what happened that earned the affinity award and how much was awarded and one that tells you the current affinity point total. 2. There's also a dialogue topic in her Chat With Heather menu that you can use to see the current affinity point total. That exists until her affinity is maxed out. Affinity is capped and you will stop accruing points when you reach 1250. If you max affinity romantically with her that topic becomes a sweet talk conversation menu.
HOW DO I LOSE AFFINITY WITH HEATHER? You don't. Heather is isolated from the rest of the NPCs in the game so has no proper faction to protect. She's got nothing against chem use or drinking. She wishes she could have lived before the war and can understand, once she knows what's going on there, that the Institute is a hot bed of technology and pre-war luxury. Also, she's kind of blood thirsty. She enjoys killing Raiders, doesn't care if you kill the NPCs at the Drumlin Diner, etc. However, she isn't against the player doing good things either because she assumes that's why the player helps her. She'll tell you if she has an opinion about something you've done.
DOES HEATHER'S DIALOGUE WORK LIKE THE VANILLA COMPANIONS? Heather's dialogue menus are similar to the vanillas. She has the command menu (trade, stay, follow, cancel) and further dialogue menus. However, those further menus contain different topics. She doesn't have a dedicated "Relationship" topic, for example and instead has a Barter topic and a further menu for talking to her about other things entitled, "Chat With Heather." Feel free to explore her menus so you become familiar with them. 1. She never force greets you. When it's time for an affinity (or other quest)conversation you will get a quest objective to "Chat with Heather" which is a dialogue option in her menu. When there is no quest objective dialogue in that topic she will have other things to say. It will be lit up whenever there is something new to talk about. 2. She has a tactics menu where you can set her following distance to short/medium/long (default is medium and controls the distance of both sneak and regular following) and where you can set her combat style (Vanilla Aggressive, Vanilla Defensive or Enhanced Sneak). Default is Vanilla Aggressive. 3. She has some comments in the game world where the vanilla companions do. If you travel with more than one companion you will not hear all comments from all companions. First companion to the trigger usually gets the comment. She does not comment everywhere they do. She says something when whatever's happening is interesting or relevant to her. 4. I've scripted comments to play during quests or in locations and she has a lot of random chatter about those things too. She comments on some holotapes you listen to, but not all of them. She has conversations which play randomly with several other actors in the game. You may hear her talk to some of the caravan traders or Mama Murphy and until you've completed Sweet Revenge she will talk to Cricket. She talks to several of the companions (Curie, Cait, Danse, Deacon, Dogmeat, Hancock, MacCready, Nick after Reunions and Piper). She is NOT mean to Nick and is okay with him following you. 5. She doesn't comment when you pick up junk or read a magazine. She does talk about a few things you do, but not every time it happens and may only say something about it once (she comments once in awhile about the player taking radiation damage, comments about some killed enemies, some clothing items you or she are wearing, your rank, when you heal her, etc). 6. She has options so you can tell her to get out of her default outfit, get out of Power Armor and to put her default outfit back on again. If you remove her bag from her inventory it will not be restored when you re-equip her default outfit in dialogue. If you unequip her bag she loses 25 pounds of carrying capacity. Reequipping it restores that. 7. If you are sneaking she will not say general chatter or combat chatter. She will deliver scripted quest and one-time location lines whether you are sneaking or not.
WHERE IS HEATHER'S BUNKER? Heather will tell you about her bunker at Wildwood Cemetery when you get to 250 affinity points with her and you'll get a quest marker for its entrance and she will give you the key then. The bunker is located in the broken down house closest to where you found Heather. There is a hatch on the floor up against the middle wall. See mod images for pic of exact location. This is Heather's house littered with items that fill in her backstory. It is usable, has workbenches that share inventory among themselves, a bed, etc, but it is not a settlement/workshop for the player to redecorate and make their own. It's her house and she returns here if fired after 250 affinity points.
CHEAT/DEBUG/SETTINGS TERMINAL Heather's Cheat/Debug terminal is craftable in the Power > Misc category of the workshop menu. You can use it to set stages in her quests and to access settings you can use to change some of her dialogue or combat behaviors.
DOES HEATHER HAVE A UNIQUE BODY AND DO I NEED ANY OTHER MODS TO GET HER LOOKING LIKE YOUR IMAGES? FACE: Heather does not use unique face textures and will use whichever face textures you have installed in your game for female NPCs. BODY: She is set up with her own body so that no matter what you are using in game she is using the CBBE nevernude, curvy body. IF YOU DO NOT HAVE CBBE installed in your game the back of her neck will have an odd discoloration. The CBBE esp fixes that problem.
CAN I CHANGE THE BODY MESHES SHE USES? (or OMG WHY ISN'T SHE NAKED UNDER HER CLOTHING??) Yes you can! Go download this file that will give her the same body (CBBE curvy) but without the granny panties: Heather Casdin - No More Granny Panties by llamaRCA It's in a separate download because I didn't want the main Heather mod to be tagged as adult.
ISSUES 1. Just like the vanilla companions, Heather won't always do what you tell her to do via the command menu. She is no better at navigating in the gameworld than the vanillas. If you tell her to go sit in a chair, hack a terminal, sleep in a bed, etc there is always a chance she will say she can't when there is no visible object preventing her from doing it. It's a FO4 thing. 2. Heather may follow you into the Kellogg brain Memory Den scene. It's never happened to me, but if you tell her to wait before you go into the pod that should prevent it from happening. 3.When you use the dialogue menu option to have Heather reequip her default outfit it will remove every other thing she is wearing. That's because unequipping only those slots her default outfit actually fails to remove her outfit so I had to unequip everything to get it to work at all.
INSTALLATION If you are installing Heather for the first time: The mod has been set up to be installed via mod manager or manually. Put Heather near the bottom of your list. If you have just started modding you'll need to add the following to your FO4 Custom ini file located in "Documents\My Games\Fallout4":
If you are updating to current version: Be sure to check the top of this page in case there are special instructions for installing the current version.
THINGS TO KNOW ABOUT HEATHER V2 1. Installation a. If you are currently using v2.x delete the existing files, including any hotfix you may have, and install the new version.
b. If you are currently using v1.x you should install the latest version of Heather v2 into a save that has never had a 1.x version of Heather activated in it. Be sure to download both main files.
Deleting currently active content is not recommended and I don't recommend that you delete Heather v1.x to install Heatherv2 into that same save. However, I've been doing this for 10 years now and I know players will attempt to continue on in their current save regardless of what I say. So, if you delete the old version and install the new into the same save you should know the following. I will not be offering support to do this: 1. make sure you delete every bit of the old Heather. You can leave No More Granny Panties, but patch mods that need a plugin are unlikely to work with the new version and if they modified Heather's plugin directly you may end up with more than one Heather in your game. 2. make sure you go into the game before installing Heather v2 and spend some time there to make sure all the scripts that might still be running from v1 finish up. That might take a while. 3. Install the new version but don't report problems you run into as bugs. If you get stuck there is likely little I can do to help. You can come to the mod thread to ask, but if something doesn't work I'll assume it's because you've installed the new version over the old.
YOU WILL NOT BE ABLE TO HIRE Heather if the "Home Sweet Home" quest is currently active or if you completed NW as the Overboss. If you get kicked out by the raiders and the quest fails you can hire her.
2. Compatibility FDI/XDI: Heather no longer needs a patch to work with XDI or Full Dialogue Interface NO MORE GRANNY PANTIES will work with v2 OTHER PATCHES: I can't say if they'll still work or not. The person who made the patch will have the information. Do not automatically install patches you used on previous versions before you verify they'll still work. An easy first check is to look in the file or the file preview to see if it includes a plugin titled, "llamaCompanionHeather.esp" because they definitely will not work and will cause problems like you will have more than one Heather in your game. COMPANION MANAGMENT MODS: If you try to manage Heather with another mod it will break her AI. She doesn't use the vanilla companion system which they are designed for.
3. Gear Changes a. Her outfit has been modified so I could easily add a Casdin Caravan logo to it. Her items will be unlocked to craft when you reach 750 affinity with her which is when her mom's power armor is unlocked. Mom's PA now has a personalized paint job and its decals and the one on Heather's combat armor torso will also be available to craft. You can add ballistic weave to her outfit and bag. b. Her weapon has been personalized and can be upgraded. You can take it and it uses proper ammo now. The barrel has her name and the CC logo on it and I've created a set of the vanilla barrels that have been given a unique texture and can be crafted to upgrade it. c. Products Her products all have a unique look now and she adds a new one at the end of the Far Harbor and Nuka-World quests.
4. Gameplay Changes a. HIRING: 1. When you enter the game for the first time "A Promising Partnership" will start after you get to Sanctuary (or maybe as late as Concord). There is no longer a separate radio quest. 2. YOU WILL NOT BE ABLE TO HIRE Heather if the "Home Sweet Home" quest is currently active. She won't talk to you as the Overboss. If you get kicked out and the quest fails you can hire her. b. There are nearly 1000 new dialogue lines. Most of those are in Far Harbor and Nuka-World, however, she has 20ish lines for Automatron and I've added nearly 200 additional combat barks and new generic chatter and more stories. c. The "Chat With Heather" topic is now its own menu. "Chat With Heather" is part of that, but I've added a "Your thoughts?" topic which has about 40 stories Heather tells randomly and on repeat so there is always something to listen to there. And I've moved the topic to check her affinity points to that menu. If you max affinity romantically with her that topic becomes sweet talk. d. She has quest content for Far Harbor. If you max affinity romantically with her you'll be prompted by the quest to put a wedding ring on her finger (equip a vanilla wedding ring in her inventory) and you'll get an objective to talk to her. She'll suggest you go to Far Harbor. If you don't max affinity with her there is also quest content, but it will become available once you've been in FH for three or four days. IF YOU DESTROY FAR HARBOR SHE WILL LEAVE YOU. IF YOU HAVE MAXED AFFINITY WITH HER AND CHARISMA >= 8 YOU CAN CONVINCE HER TO COME BACK, HOWEVER, IF YOU ALSO ATTACKED THE COMMONWEALTH WITH THE RAIDERS SHE WILL LEAVE YOU FOREVER. e. She has quest content for Nuka-World. It's a tour quest and completing its objectives count toward completing "Tour of the Commonwealth." However, if you complete TOTC before going to Nuka-World you'll get the quest when you enter Nuka-Town USA after the Coulter fight. IF YOU AGREE TO WORK WITH SHANK TO ATTACK THE COMMONWEALTH AND SHE CANNOT TALK YOU OUT OF IT SHE WILL LEAVE YOU. IF YOU HAVE MAXED AFFINITY WITH HER AND HAVE A CHARISMA OF >= 8 YOU CAN TALK HER INTO COMING BACK TO YOU BUT ONLY AFTER YOU'VE CO.MPLETED "HOME SWEET HOME' OR IF YOU GET KICKED OUT BY THE RAIDERS. d. I've rebuilt her chatter so there is no more painful repetition of her stories while following and added some singing. You can turn different categories of her chatter (including the singing) on/off in her terminal (either the cheat one or the one in her bunker). e. I've added a lot more clutter to the bunker and as you finish her quests new items will be added. One item is added if you complete Automatron with her. She also has a cat now, named Cosmo, who goes in and out of the bunker with the player/Heather. f. A marker is automatically added to Heather when she goes into bleedout so she's easy to find under the car that exploded and then landed on top of her or when she's obscured by the luxurious new foliage added by your favorite landscape mod. You can turn it off in the Miscellaneous tab of your Pipboy quest log if you don't like it or complete it in her terminal. g. CHANGES TO TOUR OF THE COMMONWEALTH. The UFO cave is no longer an objective in the quest. Only the ship itself. If you do go into the cave with Heather and shoot the alien and loot the weapon she has dialogue for that, will ask for the weapon, and affinity points will be awarded for giving it to her. The locations in Heather's Nuka-World quest count toward the total locations needed to complete TotC. That means if you go to Nuka-World before you've completed TotC the locations you take her to in NW may complete TotC. However, if you complete TotC before going to NW you will still get to do all of Heather's NW quest. h. She has a Misc Quest that tracks her bleedout state. If she is bleeding out she gets a marker so you can find her under the car that blew up and knocked her down. You can turn it off in the quest log if you don't want the marker, but it will always be there like A Promising Partnership.
HEATHER IN OTHER MODS: Looking for a new quest mod experience? Heather has a small role in MunkySpunk's The Fens Sheriff's Department - Bleachers 2. Munky and I collaborated to make that happen. She'll comment in some scenes and be involved in some quest shenanigans with the FSD.
PATCHES: Heatherv2 does not require patches for XDI or Full Dialogue Interface.
Patches for Heatherv1: XDI, Full Dialogue Interface, Bhaal's Better Sorting, Valdacil's Item Sorting and Armorsmith Extended Heather Casdin - Assorted Patches
THANKS BETHESDA! Thanks Bethesda, for making another game for us to write mods for and I'm very grateful to the devs who built the vanilla companion system; it helped me tremendously while building Heather (having triggers in game to borrow, systems for getting her on/off Vertibirds, etc was awesome).
VOICE ACTING CREDITS: Heather is voiced by llamaRCA
DISCLAIMER: Modding your game is a very serious and very risky endeavor. Play it safe and be sure to create a save before you install any new mod, including this one.