Glad to have a brand-new version of the old mod. I would once in a while have errors with it where the affinity area, (Or anything else in that specific area) would go blank. So having something new that combines the old mod plus the patch in this immersive way is really helpful. Since a lot of the older mods are abandoned or aren't being updated anymore.
And on a side-note, to the person claiming this is 'plagiarism' or anyone else who would try to complain about being 'unoriginal'. Here's some knowledge about the former complaint from the dictionary: 'the practice of taking someone else's work or ideas and passing them off as one's own.' 1, does this mod claim to be an original idea/mod? Nope. In fact it links what particular mod it's trying to build off of. 2, does this mod have things that the original mod (Or other similar mods) does not? Yep, it does. The new messages plus combining a patch into it. 3, is this mod recent compared to a mod that is older? Yes. The other mod is over 5 years old and seems to be completely abandoned like I said earlier whereas this was made earlier today (For me at least). Fourth and lastly, there's no specific permissions-list for the original mod. And yes, if someone were to take the whole thing and add nothing to it it would indeed be plagiarism. In this case, it adds to it and combines patches into it.
Yea I tried to be clear that this is not an original idea. The intentions here were:
1. Create something easy to get started with the Creation Kit (tweak some variables and text) 2. Cover all companions in a single plugin and mark the plugin as ESL to avoid taking a slot - important for large load orders. I'm currently playing Life in the Ruins which has >700 so this is integral 3. Adjust the text reaction since I didn't like how the original mod handled it
Also, there shouldn't be any issues from this or the original as both just tweak the text reactions and change the value of some variables although if you're seeing blanks in affinity text responses, then that may actually be an issue from the original in one of the presets.
Stopped working for me mid playthrough (after I changed companion to Strong). I have not made any changes to the game, or installed other mods. Maybe this doesn't work for Strong? Whenever I steal, Strong's affinity reduces by 1%, for each item I steal
I have this added and it works at advertised but I don't think the no cooldown version is working for me? I have been stealing stuff left and right but MacCready's affinity isn't increasing nor am I getting the pop up. Is this because I loaded this mod mid-save? The no negative affinity bit works though.
EDIT -- nevermnd, the cap was just bugged or something. All good now!
Does anyone know of a similar mod to this that works universally for all companions, even mod added ones?
I'm guessing that'd be difficult to implement due to the fact that modded companions might be using their own custom affinity system, but if one exists please someone leave a link.
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And on a side-note, to the person claiming this is 'plagiarism' or anyone else who would try to complain about being 'unoriginal'. Here's some knowledge about the former complaint from the dictionary: 'the practice of taking someone else's work or ideas and passing them off as one's own.'
1, does this mod claim to be an original idea/mod? Nope. In fact it links what particular mod it's trying to build off of.
2, does this mod have things that the original mod (Or other similar mods) does not? Yep, it does. The new messages plus combining a patch into it.
3, is this mod recent compared to a mod that is older? Yes. The other mod is over 5 years old and seems to be completely abandoned like I said earlier whereas this was made earlier today (For me at least).
Fourth and lastly, there's no specific permissions-list for the original mod. And yes, if someone were to take the whole thing and add nothing to it it would indeed be plagiarism. In this case, it adds to it and combines patches into it.
1. Create something easy to get started with the Creation Kit (tweak some variables and text)
2. Cover all companions in a single plugin and mark the plugin as ESL to avoid taking a slot - important for large load orders. I'm currently playing Life in the Ruins which has >700 so this is integral
3. Adjust the text reaction since I didn't like how the original mod handled it
i missed ADA have ADA no Affinity?
Ada does not have modifiers for affinity in the game files like the other companions for the above reason.
Visible Companion Affinity - https://www.nexusmods.com/fallout4/mods/10660
Edit: It appears to be. I'm running both and both seem to be working correctly.
EDIT -- nevermnd, the cap was just bugged or something. All good now!
I'm guessing that'd be difficult to implement due to the fact that modded companions might be using their own custom affinity system, but if one exists please someone leave a link.