About this mod
Enables the affinity to influence the power of companion perks. Now it makes sense to travel with one chosen companion and get their affinity as high as you can.
- Permissions and credits
- Changelogs
I always thought that the lack of affinity influence on the interaction with companions is a missed opportunity. Thus the idea came out - make it so that the stronger the affinity is, the stronger the perk is. This mod will allow exactly it: companion perks values are scaling up/down with their affinity
What it is not
This does not change the essence of the companion perks. I don't want to make them something they are not. At the same time, it is quite easy to make them an overpowered stuff. But it's up to you.
What it changes
So far, only 4 companion perks are affected: Cait, Curie, Hancock and X6-88. Mainly because they are most straight-forward to implement the scaling and lacking in-game. I will add other companions provided that first the feedback is given and enough users test this mod and find it working (and worth installing)
An important thing to note is that by default, the game will never allow the affinity to go above 1100 which makes it unrewarding to build companion affinity past that point as well as almost impossible to scale anything according to the affinity (because between 1000 and 1100 it's too short of an interval and companion affinity events change it by 15 or even 30 at a time). With all this in mind, this mod removes the limitation on maximum (but not minimum) affinity.
To account for a potential power change, you can make it so that a companion perk works only when that companion is in direct proximity to you (as in the same cell with you). This option is enabled by default.
How it works
The mod will rely on 2 important values for every perk - minimum & maximum allowed affinity. It will then check where is the current companion affinity relative to those values and adjust that companion perk modifiers accordingly. For example, if min. affinity is set to 1000 and max is set to 3000 and the current affinity is 1500, that is 25% relative to the minimum and therefore perk values will be boosted by 25%
MCM
You can configure almost every value of the mod in the MCM. It is not required, but if you don't have MCM you cannot change the mod variables other than through console, but: do NOT change them through console. It's easy to make a mistake or touch some internal stuff thus breaking the mod. If you experience a "bug" after doing that - please don't bother with the bug report. The scripts do their best to validate wrong input conditions, but they aren't almighty.
To put it simply: Garbage In - Garbage Out
Installation & Requirements
This does not require anything but the base game, no DLCs are necessary as well - at least not till the moment any DLC companions are implemented. Please see above about MCM. You can skip it but then the mod will use its default configuration.
Installation / Uninstallation - please use the mod manager. Do not install manually, you risk to mess up scripts.
Is it balanced?
Yes and no. It depends. You can make it 100% balanced by just disabling all the bonuses scaling. In this case the mod will assume the default values which are exactly like vanilla ones. You can make the scaling extremely steep by choosing the min/max affinity too close to each other or selecting insane bonuses from perks. Balance is up for debate so I let you decide (and configure) what's balanced.