About this mod
Gives buff to companion based on their special stats
- Requirements
- Permissions and credits
- Changelogs
So here are the buff, all of them capping at 20 (or more) special point.
PERCEPTION :
For each perception point they have, companions gain +5% more range on their guns. (Since there's no way to make them more accurate instead, they just gain a damage boost).
It used to be +3% ranged damage per point, if you pref theses bonuses instead download old version (2.1)
ENDURANCE :
For each endurance point they have, companions take 2% less damage (since their hp doesn't scale with endurance level, and that a flat hp boost is either too weak or too strong depending on level, they got damage reduction instead).
CHARISMA :
UPDATED EFFECT : the old effect was to unreliable and based on feedback I decided to go for the effect I had originally planned for charisma. Each charisma point now gives your companion 2% (1% if they use auto weapon) chance to disarm their opponent. The logic behind it is that while I wanted to make a buff against humanoid, I didn't want to make it another dmg/resistance buff. Then I think of it : we do say about charismatic people that they have a disarming smile no ? And also disarm only works on humanoid in the game ! So the idea was born, charisma would allow them to disarm people. Also, charisma is also linked to the ability to do stylish things in my opinion and disarming your opponent western style is defenetly something stylish to do ! The chance to proc might be high but take in account that follower can easily derp and attack at very low rate sometimes or also doing nothing for some sec, the chances have to be high for the effect to be noticeable. And also your follower can only attack one opponent at a time so they won't disarm everybody but only one guy until he is killed. And there's a 5 sec cooldown on each npc so they can't be disarm twice in a row if they find a weapon quickly enough.
OLD EFFECT, STILL AVAILABLE IN OLD VERSIONS OF THE MOD : For each charisma point they have, companions get a 1,5% (or 0,5% with automatics) chance to calm (same effect as pax syringe) their target for 5 sec, with a 30 sec cooldown per npc (so they can't re-calm an npc before 30 sec have passed). Keep in mind that it won't be usefull if you fire at the same target than your companion since any damage break their calm state. This is the special I'm the less sure about, I'd really appreciate others user feedback on this as it probably needs tweaking (from proc chance to duration and cooldown). At first, I thought of making their charisma affecting player barter, but then I couldn't find any way to do so + on a second thought I wanted all these buff to be combat based to make companion more competitive with lone wanderer perk.
INTELLIGENCE :
For each intelligence point they have, companions deal 8% more limb damage. Intelligence is for xp and crafting, neither affect follower. But an intelligent companion should know how to fight smart and so they would decide to cripple strong foe to weaken them.
AGILITY :
For each agility point they have, companions move 1.5% faster (it includes all of their animation so they attack, shoot, reload, dodge faster). Since, they can't have action point, they get a speed boost.
LUCK :
For each luck point they have, companions get 1% chance to deal double damage with any attack. Basically they get a crit chance.
There's 3 version of the mod :
-main version just add this by default
-balanced version lock these effect behind a 4th rank added to inspirational and all of inspirational rank are available at the same level of lone wanderer so it truly matches this perk. Recommended version.
-Lunar Fallout version : balanced version without incompatibility with Lunar fallout overhaul
ABOUT COMPATIBILITY :
This mod only edit the inspirationnal perk in its base version (not the actual perk picked by the player but the perk given by default to companion) by adding only one effect to the perk, so incompatibilities are easily patched in xedit by simply drag and droping the effect from my mod to the other mod/a custom patch.
The balanced version will also affect the inspirationnal perk picked by the player. Again a compatibility patch shouldn't be too hard, just drag and drop my change to level requirement, number of rank and next perk (for inspirational 3 only) to the other mod/a custom patch.
Custom follower are affected if their creator gave them the inspirationnal perk. Else, they won't be. Again if you want them to use this just give them the inspirational perk (the one used by follower always) to their perk tab in their npc entry. If you don't want them to use inspirationnal but still wants the perk no problem, there's another perk in my mod that process all of these buff, it's called "Companions are SPECIAL" in the perk entry of xedit, just give this perk to your follower.
You can also add it to any npc using the same method if you feel so.