Fallout 4
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zhool

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zhool

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About this mod

Contains several levels of buff to companions' sneak perk.

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IMPORTANT: does not affect Curie, see note 1 below. Won't work with other mods that alter vanilla companion records without merging or a compatibility patch, see note 2 below (if you are unsure whether a mod is compatible, link it in the comments and I will take a look). Will not affect custom companions (though they can be given the perks manually - see note 2 below). Mods that change companion's items, eg buffing a character's unique weapon, shouldn't be a problem as long as they don't change the character itself. Mods that do not include an esp (patch) file, such as basic retextures, should not conflict with this mod.
NOTE: There is a currently unidentified issue where mods that change companions' perks may also cause companion complexion/makeup textures to not be drawn fsr. This is being looked into.


Companion Sneak Buff

Players can move from cover to cover but companions kinda wander wherever and tend to get spotted, so I figured they could use some help to be less of a nuisance. However, since players and companions use the same perks, buffing sneak itself to any degree would make the player basically invisible, as it's already OP. This mod creates new sneak perks for companions (by copying and renaming the originals) with various levels of improvement to their sneaking ability, see table below. As with vanilla, companions attain perk ranks as they/the player reaches the minimum level for each rank. Originally devised for use with my Sneak Perk Nerf mod (not required), which is why there is a vanilla level version. Feedback appreciated.

The sneak perk has two factors; a sneak skill multiplier (higher is better), and a movement detection multiplier (lower is better):

rank   -   level  -   vanilla sneak/mov - buff lvl 1 sneak/mov - lvl 2 sneak/mov - lvl 3 sneak/mov
------------------------------------------------------------------------------------
sneak 1               -   20%/.90     -   30%/.80    -   40%/.70    -   50%/.60  
sneak 2 -  lvl5     -   30%/.80     -   40%/.70    -   50%/.60    -   60%/.50    -  will not trigger floor traps
sneak 3 -  lvl12   -   40%/.70     -   50%/.60    -   60%/.50    -   70%/.40    -  will not trigger mines
sneak 4 -  lvl23   -   50%/.60     -   60%/.50    -   70%/.40    -   80%/.30  
sneak 5 -  lvl38   -   50%/.50     -   60%/.40    -   70%/.30    -   80%/.20  
      (only the dog has sneak 5)


Installation: choose one .esp. If you use the NMM it will activate ALL esps, so you will have to deactivate those you are not using.



NOTE 1: Curie has several character entries, none of which (that I found) actually have her final stats or perks. I think the values in the various obvious entries are added to some base entry I have not located, possibly a generic NPC, and altering those entries may have undesired or unbalanced effects (so they are left unaltered for the moment). If you know anything about this please let me know in the comments. Once I find this base entry I will update the mod.

NOTE 2: Some testing has shown that this mod will not work with other mods that alter the master companion records, only the last mod in the load order will have an effect - see below for fix. The only alteration to the companion entries in this mod is to change their Sneak perks to point to the new CompanionSneak perks, so there is an easy way to check if it is working: with the mod installed, open the console, click on your companion and type

hasperk 0004c935

If it returns 'Rank >> 1' then they have the vanilla sneak, and the mod is not working. If you want to check for the new sneak perk 'CompanionSneak' directly, then the ID is ##000800 for Rank 1, where ## is the mod code dictated by load order. Using the console to give these new perks to vanilla or custom companions has not been tested, but if you do you should also take away their vanilla sneak perks, otherwise they will either be uber sneakers or ... i dunno, maybe just normal still, or maybe it'll crash. Try at your own risk.

If you really want to use this mod with another companion mod, the best way is alter the other mod (with FO4edit or the FO4CK when it comes out) to use the companion sneak perks (so in the character's record under perks, change each rank of Sneak to instead point to the corresponding rank of CompanionSneak), and have it load AFTER the companion sneak mod. This can also be done for custom companions.

FO4edit can also easily merge two or more esps into one: with just the mods you want to merge loaded into FO4edit, expand 'other' at the bottom of the context menu and select 'create merged patch'. At this pre-FO4CK stage the editor warns that patches may be dodgy but for something simple it should be fine (my mod is simple, others may not be) - just ensure your load order is the same in the editor as you want it in the game (put this mod before all other companion mods except those that mess with companion perks), and check the result has no errors or conflicts. Then use the created file in place of the merged esps. Do not save using the merged esp until you are sure nothing is buggered.

PS if there is way to mark ITM subrecords as disabled or something so it won't override, please let me know in the comments. That would be a lot easier.