Fallout New Vegas
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mc_tammer

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user826

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About this mod

This mod adds a new fully-voiced recruitable companion to the game who can be leveled up and customized by the player.

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DESCRIPTION
The fourth in my series of followers built using my Customizable Companion Framework, P.A.L. 8000 is a Survivor-tier character (moderate starting stats, weapons and equipment) that the player can recruit and specialize. This is my first creature companion, meaning that the game actually considers P.A.L. to be a robot, not an NPC wearing robot-looking armor.

P.A.L. is a prototype bipedal military android, designed concurrently with (and intended to be a competitor to) RobCo's Assaultron, but was beaten to market. P.A.L. was left offline and half-completed when the bombs fell, so you will need to finish construction if you want to recruit him.

The robot mesh was made using the pants and boots from the Combat Armor, the "pelvis" of the Robobrain (inverted to make the torso), the thighs, forearms and hands from Liberty Prime (cobbled together to make the arms), the Mesmetron (to make the head), the antennas from the Enclave Eyebot, and some pistons from the Enclave Tesla Armor (to make the neck).


STARTING STATS
Strength: 6
Perception: 6
Endurance: 6
Charisma: 2
Intelligence: 5
Agility: 5
Luck: 5

Tag Skills: Guns, Energy Weapons, Explosives, Melee Weapons, Unarmed

NOTE: A weird quirk of creatures is that they don't have separate weapon specialties. Everything gets grouped in under a generic Combat Skill actor value, meaning that upgrading one (i.e. Guns) will cause all the others to be upgraded by the same amount. I'm handwaving this by saying that since P.A.L. is a military android, combat systems would be integral to his programming, meaning he's naturally good at it.


DETAILS
For the most up-to-date list of features, please check the description of my Customizable Companion Framework modder's resource.

P.A.L. differs from the standard Framework by starting the game in a disabled state. Once you find him, you will need either the correct skills or sufficient materials to make repairs before he can be activated and recruited. Also, if he dies, you can retrieve his Processor Core, return to the factory where you first found him, and rebuild him to bring him back to life. Each time he is rebuilt, his version number will increment by one, but his stats are reset.

Also included are two optional plugins for handling New Vegas DLC and/or Tale of Two Wastelands DLC. The plugins can be configured by changing the aaaGLOBKeepCompanion global variable using FNVEdit or the console (i.e. set aaaGLOBKeepCompanion to 1) By default, the companion will be sent home whenever you start a DLC. Setting the global to 1 will allow the companion to join you for certain DLCs:

Dead Money
  • Companion will have their inventory confiscated and replaced with a Dead Money jumpsuit and bomb collar.

Honest Hearts, Old World Blues & Lonesome Road
  • Companion will simply tag along

The Pitt
  • Companion will have their inventory confiscated (except for holdout weapons & ammo) and replaced with a slave outfit

Operation: Anchorage
  • Companion cannot join you in the simulation. Unless told to wait before entering the simulation, will be sent to home marker location

Point Lookout
  • Companion will simply tag along

Mothership Zeta
  • Companion will not be abducted along with you. Unless told to wait, will be sent to home marker location.

Also, if using the DLC or TTW plugins, be sure to rename the folder 'Data/sound/voice/FNV Customizable Companion (P.A.L. 8000).esp' to match the name of whichever plugin you're using.


LOCATION
The companion can be found in a new custom cell, the Abandoned Factory Warehouse.
Spoiler:  
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The Abandoned Factory Warehouse is the U-shaped factory building opposite the Basincreek Building. The Basincreek Building map marker is the closest fast-travel point.


INSTALLATION
Extract all the files in the archive to your New Vegas data folder (which is the same folder where FalloutNV.esm is located) and then enable the ESP either in your mod manager of choice, or under "Data Files" in the launcher that runs when you start up New Vegas. Also, depending on which plugin you choose, the Data/sound/voice/FNV Customizable Companion (P.A.L. 8000).esp/ folder may need to be renamed to match the plugin you're using.