Fallout New Vegas

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Brynn's F.A.Q.


Tagged Skills:
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- Guns
- Melee Weapons
- Medicine
- Sneek (100)


Special Abilities:
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- Low-level Health Regeneration over time
- Self-administers Antivenom when kept supplied
- Self-administers Stimpaks (the regular ones) when kept supplied
- Treats player character Injuries, Crippling, and Poisoning


Starting Gear:
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- Combat Knife
- 9mm Pistol with Ammunition
- Brynn's Silenced Pistol with Unlimited Ammunition (not playable by Player's character); automatically upgrades over time
- Brynn's "Big Pockets" Outfit with Helmet - allows +200 Carrying Capacity
- Brynn's Skulker "Big Pockets" Outfit with Helmet (Black) - allows +200 Carrying Capacity
- Assorted drinks, food, and medicines

Better weapons will automatically be used when provided, but be sure she has an adequate supply of ammunition. Her default "Silenced Pistol" will be used if it is actually the best available; it will also be used if there is no ammunition for her other weaponry.

Brynn can be set to not wear her "Big Pockets" outfits through dialog, thereby allowing other things to be worn regardless of armor values.


Combat Settings:
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AGGRESSIVE: "Clobber bad guys when we see them"

With this setting Brynn attacks pretty much whenever the game wants her to - which can occur when the player character is not currently in combat or even threatened. The "companion wheel" toggles between this Aggressive setting and the Passive setting described below.

The current weapon will be shown, but may or may not be readied when out of combat depending on a user-selectable setting.

Various idle behavior may be performed when not in combat and the player character is not moving, depending on whether a weapon is equipped and which kind. She remains vigilant, and does not wander around.


Semi-AGGRESSIVE: "Don't attack until we are actually being threatened"

This setting is available only through dialog entries when chatting with Brynn. When using this setting, Brynn will generally only start fighting when the game decides that the team is actively being threatened. It is a good mode for sniping from long range, or when successfully using sneak attacks while stealthing and undetected, since it still allows her to fight when necessary.

The current weapon will be shown, but not actively readied until in combat.

Various idle behavior may be performed when not in combat and the player character is not moving, including a bit of casual wandering about near the player character.


PASSIVE: "Keep out of fights no matter what happens"

This is a true passive setting that completely prevents Brynn from fighting, even when directly attacked. She merely follows the player character. The "companion wheel" toggles between this Passive setting and the Aggressive setting described above.

The current weapon will not be readied or shown, regardless of combat conditions, to indicate that non-combative status.

Various idle behavior may be performed when not in combat and the player character is not moving, but does not include wandering around.


What's this "Mean Person" thing all about?
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Brynn will not happily team (or remain teamed) when the player character has an "Evil" karma. Her departure from the team can occur when Karma drops below -300. The game's standard ranges for Karma are:

Very good: +750 to +1000
Good: +250 to +749
Neutral: -249 to +249
Evil: -749 to -250
Very evil: -1000 to -750

Which means there is a little bit of leeway into the Evil range before she decides to quit. Once she leaves the team, there is (currently) no way to get her back again. Gear is returned to the player character before departing.


Why does Brynn not change her equipped weapon when I give her new ones?
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Brynn will use the "best" weapon in her inventory, unless you tell her to specifically use the Silenced Pistol. The game itself determines which weapon is best, and it seems to be somewhat biased toward rate-of-fire for "ranged". That means the Varmint Rifle is rarely used because it is slow fire (although I have known her to use it now and then), and a higher damage weapon with a relatively slower rate of fire may not be chosen either unless the better weapon runs out of ammo. Initially, the 9mm Pistol is "best" of the three guns she starts with.

So this mod does not affect weapon choice - the game itself does that. Just give Brynn all the spare guns and ammo that won't be used by the player character (and which you don't intend to sell), and let the Game worry about selection. Or experiment, giving and taking away guns & ammo while playing to see what gets chosen.


Brynn's "Silenced Pistol" isn't in her inventory ... is that a bug?
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That prevents it from being taken. In a future update I may make it visible, but still not able to be taken.


What's this Medic!!! business?
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Brynn is able to treat the Player Character for wounds, poisoning, and crippling conditions - if she has the necessary medical supplies and is within range.

She is initially restricted to using only Stimpaks, but dialog selections will permit her to also use Super Stimpaks and Antivenom. The dialog does not appear until after the first time Brynn acts as a Medic, at which point there are new entries for "Let's talk about what you should be doing".

Poisoning and crippling are responded to as quickly as possible. Injuries are not treated until health falls below 50%; health is then restored to at least 50% when not in combat and to at least 75% when in combat, with the type of stimpaks used being dependent on the extent of the injuries and available supplies.


How come Brynn's face in my game doesn't match the screenshots?
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You probably need to edit three (3) .ini files so that each one contains bLoadFaceGenHeadEGTFiles=1 (instead of bLoadFaceGenHeadEGTFiles=0). The files are: Fallout_default.ini in the game's install location where FalloutNV.exe is located, FALLOUT.INI in the saved games folder, and FalloutPrefs.ini in the saved games folder.


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