I downloaded Alice awhile ago but only just installed on my current playthrough. She's fine, and I will keep her in my load order along with a few other basic companions. Alice fights well, follows at a perfect distance and will carry things. She releases perfectly to communities and rehires. She doesn't have a lot of lines, but she has the basics, as well as a few others. What she DOES have for dialogue is well voice-acted and recorded well, other than the volume is fairly high as the 1 negative. She sounds like she might have come with Fallout 4, aside from just being a basic package. All companions don't need to be Heather. Endorsed.
I'm running several of these mods. Some work fine, others, not so much. For me, a few of them have an issue in which the companion's body is more or less invisible, and the face is invisible except for the eyes, nose, mouth etc. A bizzare look that I suspect may be load-order related. In my current epic-long playthrough of Thuggy's modlist, I'm not too inclined to monkey around with the load order (running 258 mods with 236 plugins) because I really want to get to "the end" and wrap up this playthrough.
I didn't discover these issues with these few companions (Alice, Christine, and I think one or two of the "Eight Companions" mod) until I was (am) approximately 80% of the way through the playthrough. So my workaround is simply to use the console command "openactorcontainer 1" (or more often, a console batch file I have set up to add a certain armor type and other items to a given companion) So I add a full set of Marine armor to the companion, helmet included, and then I just continue on with them either in my current party or dismissed to a settlement, all covered up so it doesn't break my roleplay too much. The companion dialogue, pathing, dismiss/recruit, etc. all works fine.
I guess my point is the mod author DID say these are WIP and I went into it knowing this, so I've really nothing to complain about. As an aside, ditto for Thuggy's modlist: I knew I was "voiding his warranty" by adding all of these extra mods but for the most part, his stuff has worked out just fine with the extra items added.
Tracking this mod until it is fully fleshed out. currently on a dedicated playthrough with complete mods, so I am looking forward to this one's future, hopefully the voice actress can do full questline and affinity dialogue for her!
There would be a couple of ways to do a simple affinity system;
Set a global (or actor value for her) that registers her affinity. Then have certain dialog tree's open up with conditions on that affinity level.
Then, have an event script of some kind update her affinity values. A complex one might look at the player quests completed, or the number of kills or check for certain stages in the game.
A really simple script might just add points for just traveling with her. For example, every day add X affinity points.After so many days, new dialog comes up, etc.
She could ask for a ring - then check if a ring goes into her inventory - add more affinity etc.
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I didn't discover these issues with these few companions (Alice, Christine, and I think one or two of the "Eight Companions" mod) until I was (am) approximately 80% of the way through the playthrough. So my workaround is simply to use the console command "openactorcontainer 1" (or more often, a console batch file I have set up to add a certain armor type and other items to a given companion) So I add a full set of Marine armor to the companion, helmet included, and then I just continue on with them either in my current party or dismissed to a settlement, all covered up so it doesn't break my roleplay too much. The companion dialogue, pathing, dismiss/recruit, etc. all works fine.
I guess my point is the mod author DID say these are WIP and I went into it knowing this, so I've really nothing to complain about. As an aside, ditto for Thuggy's modlist: I knew I was "voiding his warranty" by adding all of these extra mods but for the most part, his stuff has worked out just fine with the extra items added.
Set a global (or actor value for her) that registers her affinity.
Then have certain dialog tree's open up with conditions on that affinity level.
Then, have an event script of some kind update her affinity values.
A complex one might look at the player quests completed, or the number of kills or check for certain stages in the game.
A really simple script might just add points for just traveling with her.
For example, every day add X affinity points.After so many days, new dialog comes up, etc.
She could ask for a ring - then check if a ring goes into her inventory - add more affinity etc.