Thanks a lot for this mod, I really appreciate it! Just started playing through Fallout 4 again (mostly thanks to the Fallout tv-show) and was made aware again how much companions suck in combat. Already saw how Piper is now a force to be reckoned with with her upgraded sidearm and that was really one of the things sorely lacking in the vanilla game.
Now at least they can hold their own and actually help out during a fight without me being forced to give them tons of ammo all the time.
EDIT: Heh, never thought I'd be saying this but it feels as if some companions may now be a bit too deadly. As such I may have to take a look in the editor and tone them down just slightly for my personal playthrough because now I can just sit back and let my companion do all the work and Cait exploding legendary Deathclaws in one shot feels a bit much. The different effects you chose are very cool though and give each companion a unique feel. I also believe Preston once shot me in the back and it killed me instantly because I didn't have that "Inspirational" perk yet where companions can't damage the player. So getting at least the first rank of that perk is apparently highly recommended in order to prevent 'accidents'.
I truly appreciate the idea behind this mod. First and foremost, it's very lore friendly. It makes perfect sense most of the companions would already own a weapon with a legendary effect. They have been traversing this toxic wasteland much longer than the Sole Survivor. Second, the chosen effects are fun and fix the default layout choices (for me, personally).
Thank you! I felt the normal weapons weren't very fun and I don't feel like managing my companions inventory in addition to mine! This also makes them feel more unique. I am adding the DLC companions soon!
The DLC companions are in the file lists now! They are standalone downloads, no Ada because technically she doesn't have a weapon being Automatron DLC and completely customizable, guess I could add a special robot weapon she could be given if the player wants
Hmmm, the only conflict should be the damage changes listed, depending on load order it may choose either my mod or that mod for what 'weapon' Dogmeat uses, or it will somehow combine both and Dogmeat will be overpowered. I suggest trying both together and do some damage tests on Raiders or something.
7 comments
Now at least they can hold their own and actually help out during a fight without me being forced to give them tons of ammo all the time.
EDIT: Heh, never thought I'd be saying this but it feels as if some companions may now be a bit too deadly. As such I may have to take a look in the editor and tone them down just slightly for my personal playthrough because now I can just sit back and let my companion do all the work and Cait exploding legendary Deathclaws in one shot feels a bit much.
The different effects you chose are very cool though and give each companion a unique feel. I also believe Preston once shot me in the back and it killed me instantly because I didn't have that "Inspirational" perk yet where companions can't damage the player. So getting at least the first rank of that perk is apparently highly recommended in order to prevent 'accidents'.