Fallout 4
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Vengurd

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Vengurd

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About this mod

A small collection of miscellaneous companion tweaks for myself that might be useful to others.

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After years of using mods to explore the world of Fallout, I've finally broken into the tools necessary to make my own small mods that usually consist of merging changes from other mods, to making small QoL edits. I have a handful of settlement 'fixes' which are merge patches made in FO4Edit that I might drop here if anyone is interested.


Currently, I offer only one file - CompanionsAsSettlers. It is an esl tagged esp that makes a variety of tweaks to every available companion in the base game and the dlc, though the dlc companions are currently woefully lacking in compared to the tweaks I have done for the base game companions.
File was made with the Creation Kit, and modified using FO4Edit.

A short summary of the CompanionsAsSettlers.esp tweaks

1. Settlement Keywords
For some reason you can send companions to settlements but not actually command them like settlers, this is no longer the case.

2. SPECIAL and level cap
Some companions lack SPECIAL entries. I have gone into every base game companion and added SPECIAL entries as well as removed level caps.

3. Perks
This part is inspired by the mod 'More Smarter Companions', without all the extra custom perks items, and fighting styles. I did not want to fully copy, nor make that mod a master.

4. Balance
I play in a heavily modded environment that increases the amounts and danger of nearly every encounter in the game. There is almost always a threat nearby or just around the corner, so the companions needed some serious boosts to last more than half a second. This mod is in no way balanced for a non-modded game, though I did try to keep the balance for a modded game reasonable enough that the companions shouldn't dominate unmodified enemies too heavily.
NOTE: The companions in my currently heavily modded saves still get knocked down fairly quickly and fairly often and I am hesitant to make the companions too much stronger. I recommend you find another mod that touches on companion combat AI to improve their chances of survival without making them godlike.

Miscellaneous files

1. Settlers as Settlers
The four unique settlers at Sanctuary Hills now have level appropriate SPECIAL points, and given full settler functionality. They should all be capable of being moved to other settlements, assigned as caravaneers, and generally fully commandable.
They are all still incredibly weak, especially if you use mods to increase the difficulty of the game over-all and the Sanctuary area specifically. Might add level appropriate perks at a later date.




Other Mods and Future Plans
The rest of what I have are all merge patches made in FO4Edit and focus mainly on patching compatibility of settlement mods to work with the Previs Repair Pack, Settlement Hub, and Build High. Currently, Sanctuary and RedRocket are more or less ready to be uploaded. If I remember, they'll be uploaded within the next week. The Castle, Jamaica, and Hangmans Alley are in the works, as well as a patch for a few older settlement mods set in Cambridge. I might have to upload that one and ask for help figuring out the cause of a crash.