Fallout New Vegas

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ashjay101

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ashjay101

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About this mod

Adds a great many refinements to the companion system whilst still remaining true to the vanilla essence. Includes patches for modded companions too!

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Permissions and credits
CFEE - Companion Features Expanded & Enhanced
This is CFEE - Companion Features Expanded & Enhanced. This is a mod that aims to make the overall experience of having companions a far more enjoyable, immersive and streamlined one, whilst still remaining true to the vanilla intentions.

This mod is very much a WIP - Consider it in it's Beta stages, I'm sure there will be bugs so please let me know anything you find buggy or unsatisfactory

THIS MOD REQUIRES NVSE


THIS MOD REQUIRES NVSE


CFEE 2.0

To all CFEE Users,

This version of CFEE is now outdated, please find the new rewrite of CFEE here

I am leaving this version of CFEE up as an archive. Currently, the new version of CFEE does have TTW as a requirement, I understand that many of my players do not use TTW and will be disappointed by this decision, so I felt it would be unfair to take this version down for anyone who would wish to continue using this version. To explain why I made the decision to switch to TTW-only, at its current stage, maintaining and writing two different versions of CFEE was next to impossible and was causing an awful lot of developmental issues, so if I wished to push on with the mod I had to make the difficult decision of whether to stop supporting TTW, or switch to TTW-only. I chose the latter as I believed it made the most sense at the time, and backporting a finished version of CFEE-TTW to base NV would be a lot easier than updating a NV version to TTW, with all the extra features and fixes that come with the TTW version. It is my intention to make a backport some day, once I have completed CFEE to a final degree, if anyone in the meantime wishes to do this themselves, they have my full blessing and support.

I appreciate all of the support on CFEE since it's release more than 2 years ago. Unfortunately, it is no secret that this version of CFEE was riddled with bugs, and that was in no small part due to the fact that the way I made CFEE was incredibly amateur and a lot of the scripts were completely broken at a core level. The original also suffered with a lot of compatibility issues, which I have attempted to introduce a brute force fix for in CFEE 2.0. Ultimately, this version of CFEE was not up to scratch and required a complete reset in order to get it to a point where I felt it deserved to be, hence CFEE 2.0

I hope you give CFEE 2.0 a try - thank you for sticking by the mod thus far, I apologize for the many, MANY issues this iteration of CFEE had, and I promise that if you give the new edition a try, you won't be disappointed

Thank you all and much love,
ashjay101


Features

Vanilla - 'CFEE.esp'

The vanilla file implements systems used by all the other files, as well as implementing tweaks, changes and refinements to the vanilla companions. All system changes & tweaks listed below apply to modded companions too.

Main System Changes & Tweaks
- Charisma Check - Instead of being allowed 1 Humanoid and 1 Animal follower, your companion limit is now determined by your charisma. With 1-4 Charisma you can have 1 Companion, with 5-8 you can have 2, and 9+ nets you 3. This applies to all files and all modded companions with the CFEE Patches
- DLC Blockers - Prevents you from starting DLCs with companions in tow - modded or not, however you can now RETURN to all DLC areas with your companions.
- Playable companion clothing - All companion clothing is now removable, any mods altering the gear of companions should therefore be loaded AFTER CFEE.esp
- Companion Dialogue when fired - You can still engage in some dialogue options with your companions if they are not currently in your party
- Novac Dismissals - All companions covered by this mod can be dismissed to the Novac Motel room.
- Silas Interrogation Fix/Legion Arena Fix - Modded companions should no longer be able to follow you into the Legion Arena or Silas Interrogation
- Caesar's Tent/Lucky 38 Penthouse - Companions can now follow you into both of these areas
- Lonesome Road ED-E and Roxie - Both Lonesome Road ED-E and Roxie are turned into permanent companions by this mod
- All companions covered by this mod should now sandbox correctly if you are using Lucky 38 Suite Reloaded V4 or above
- Tweaks to all companion's dialogue to make it more streamlined, and prevents the greying out of top-level dialogue (The dialogue is greyed out in the screenshots as they were taken on an old save, this will only take effect on new saves)
- All Modded Companions now lose their weapons when entering Casinos or the Fort if they are confiscated.
- Companions Power Armor usage rework! Before you unlock the ability to use power armor, your companions (with the exceptions of Veronica, Arcade, Paladin Cross and Sarah Lyons) will drop power armor upon equipping it (by using JIP CCC Equipment Management you can still have them carry it, they will only drop it if it is EQUIPPED and you have not unlocked Power Armor training)

3 New Companions

Vulpes Inculta
Vulpes can be recruited from Caesar's Tent after completing Cold, Cold Heart & The Finger of Suspicion. A positive Legion reputation is required (Unless you have TTW's Charisma Bobblehead) and he will leave you if your Legion Infamy gets too high. 

Corporal Betsy
Betsy can be recruited after completing the quests Three Card Bounty & I Don't Hurt anymore. Similar to Vulpes, A positive NCR reputation is required (Unless you have TTW's Charisma Bobblehead) and she will leave you if your NCR Infamy gets too high. Once per day, she will give you a small quantity of .308 Ammo. 

Yes Man
Yes Man can be recruited as soon as you find him in Benny's suite. After you have plugged Yes Man into the Lucky 38 Mainframe, you can ask the Mainframe Yes Man to speak through a Securitron, allowing you to re-recruit him. For the sake of preventing bugs, the new version cannot advance remaining Yes Man quests, but the version pre-mainframe upload can. Yes Man (Pre & Post Upload) Can also:
- Convert Scrap Metal into energy ammo for you
- Convert himself to a smaller version of himself in order to fit through doors
- Change between MK I & MK II Securitron weapons (If you have upgraded the Lucky 38's Securitrons)
- Self-Destruct on your command. Because... Funny?
- If you have yet to complete both Change In Management & Side Bets, you can ask him to forget about taking over Vegas. This will fail the Wild Card storyline and it's associated quests. Just in case you want them out of your journal. 


Individual Companion Tweaks
ED-E 
- All ED-E's dialogue is now robot-ified 
- All ED-E's crafting options are now contained in one dialogue menu and can be accessed even when he is not in your party. Also adds a Cooking Laser to this menu where you can access Campfire recipes
- Added a new quest, ED-ECated, leading you to the Eyebot Upgrade Circuitboards in Lonesome Road, the quest begins when you obtain the first Upgrade Circuitboard
- Adds a Stealth Circuit upgrade to Ulysses' Temple, allowing ED-E to turn invisible whenever the player is sneaking
- ED-E Radio - This mod implements, with permission, ED-E Radio (https://www.nexusmods.com/newvegas/mods/57324), the version included in this mod includes the Lonesome Road ED-E, and also TTW radio stations for the TTW file)
- ED-E now flies 50% faster
Raul
- Raul's Jumpsuit now has a unique icon
- Raul can now repair anywhere
- Fixed Raul's Lucky 38 Sandbox bug

Other companions
- Arcade can now perform a facial reconstruction on the player
- Arcade can be recruited after completion of his quest
- The X-8 in OWB will contain a Sonic Bark Upgrade holotape for Rex, allowing him to use Sonic Barks.
- Veronica will teach you Scribe Counter if you give her Vera's Dress
- Veronica will no longer say "For the Brotherhood" in combat if she has left the Brotherhood

New Perks/Traits
Lone Wanderer - Gives the player various benefits when travelling with no companions.
Robotics Genius - Gives a high-intelligence player various new options when interacting with robots, akin to Fallout 4's Robotics Expert perk.
Irredeemable - Permanently sets your karma to Very Evil, but in turn grants you a new Raider companion, Beater.
Trait - Over-Reliance - Reduces XP gained by 15%, but increases your companion limit by 1.


TTW - 'CFEE - TTW.esp'

- Implements changes from CFEE Main Tweaks to the TTW Companions
- All companions can now be dismissed to Megaton and Tenpenny Tower if you have those homes unlocked
- The Charisma Bobblehead's perk will stop New Vegas companions from quitting for any reason
- Clover no longer mentions Eulogy in dialogue if he is dead.
- Enclave Kidnap fix - All companions covered by CFEE TTW Patches will be dismissed to their standard home upon being kidnapped by the Enclave
- Tranquility Lane fix - Companions can no longer follow you into Tranquility Lane
- Fawkes Double Death Message Fix - You will no longer receive 2 death messages on Fawkes' Death

New Quest - Clover's Emancipation
- This quest allows you to free Clover from slavery, mentally and physically. To begin this quest, speak to Clover whilst she is your companion and you are Level 10 or higher.
- Electing to keep her as a slave will grant you the Slaver perk, making you deal 1% extra damage for every slave you have recruited for Paradise Falls, up to a maximum of 100%
- After going to various lengths to finally free Clover, she will emerge a very different person. Traumatised from her experiences with Eulogy, she will never quite be the same, but she will still agree to follow you after completion of her quest, if you complete her final request.
- Clover's dialogue and personality will be completely different after she has been freed, and there is some special new dialogue too. 
I may add another quest in future, revolving around discovering Clover's past.

New Quest - Jericho's Dilemma
- Travelling with Jericho to certain locations will yield special dialogue. There are 3 dialogue incidents in total, and all must be completed to advance to the next stage of the quest
- Event 1 - Visit one of the following with Jericho as a companion: Evergreen Mills Bazaar, Springvale School or Bethesda Offices
- Event 2 - Visit one of the following with Jericho as a companion: Vault 3, Super-Duper Mart, Wheaton Armory
- Event 3 - Visit one of the following with Jericho as a companion and buy him a drink (Requires 20 caps): Moriarty's Saloon, The Muddy Rudder,                            The 9th Circle, Prospector Saloon

One all 3 have been completed, Jericho will ask whether he should resume being a Raider
- Choosing NO will grant positive karma, and a new perk, making you take less damage from all Raider
- Choosing YES will grant Jericho new armor and a new weapon, allow him to give you looted ammo once per day, and also double his damage to anyone with Neutral karma or higher, but this will also make him permanently stuck as aggressive, and prone to shooting innocents from time to time.

7 New companions! 
    - Sarah Lyons, hireable after completing Broken Steel
    - Gary 19, found in Vault 108 Living Quarters (This mod also fixes issue where Garys would say generic NPC dialogue)
    - Desmond Lockheart, available after completing Point Lookout (if he has been removed from the game, you may have to re-enable him with console commands, this mod prevents him from disappearing but does not make him re-appear if he has already disappeared)
     - Cherry can be convinced to join you once you have escorted her to Rivet City

Amata
Amata can be recruited at the end of Trouble on the Homefront IF you side with her and do not kill her father, OR if you sabotage the Vault, lie to her about who sabotaged, and pass a speech check. If you have already completed this quest but wish to recruit Amata, type "setglobalvariable AmataHireable 1" into the console then "prid amataref" "moveto player". 
Amata can scavenge gear for the player once per day, and can also be given training based on the player's skills to make her more formidable. Completing all training will unlock a new outfit for her!

Sydney
Sydney can be persuaded to join you after completing Stealing Independence. This is the most advanced follower I have ever created, and thus I felt she needed her own section. She can:
- Give the player Guns training up to 7 times, with the 7th session also granting a new perk. Each new session is unlocked by fulfilling various requirements, most of which are through dialogue added by this mod (see below), and one of which is giving her her father's holotape.
-  Give the player 3 new quests, based around tracking down other historical relics. Each quest has it's own prequisetes, they are
1: Abraham Washington must be alive
2: You must have completed Head of State and Hannibal or Leroy must be alive
3: You must have spoken to Sarah Weintraub about Vault Suits and she must be alive
- I won't spoil the quests here, but they're quite short, maybe making 1 hour gameplay combined. Each quest upgrades Sydney, rewards 1000 caps and unlocks an extra training session.
- Buying Sydney a drink at a bar will unlock the ability to get her drunk (as well as an extra training session), giving her various buffs/debuffs while in this state.
- You can buy Sydney a new gun from various weapons vendors, and new armor from various clothing/armor dealers (both through dialogue to Sydney). Each purchase unlocks a new training session.
The Weapons Dealers are:
- Gun Runners Vendortron
- Lucky Harith
- Flak & Shrapnel's
- Mick

The Armor Dealers are:
- Bannon
- Crow
- Goodsprings General Store
- Ralph

The AntAgonizer/Tanya Christoff
Tanya OR The AntAgonizer will be residing in The AntAgonizer's Throne Room after completion of The Superhuman Gambit, and will be able to be recruited after a short exchange of dialogue.

Tanya can:
-Help you cook
-Be persuaded, via a quest, to re-assume the mantle of The AntAgonizer
-If given The AntAgonizer costume, she will drop it, stating she wishes to leave that identity behind her

The AntAgonizer can:
-Teach you one of two perks: Flesh of My Foes (If you sided with The AntAgonizer during The Superhuman Gambit. This will allow you to gather human flesh from Neutral karma enemies or higher) or Flesh of The Wicked  (If you persuaded Tanya to retire during The Superhuman Gambit. This will allow you to gather human flesh from Evil or Very Evil karma enemies)
-Summon an Ant Soldier to your side
-Give you a supply of Human Flesh once per day

Mister Burke
Burke can be recruited either:
A - After blowing up Megaton
or B - After seducing Burke using Black Widow, his first love note will summon you to Tenpenny Tower, where you can hire him
-Completing dialogue with Burke will allow you to potentially unlock his "Ghoul Slayer" challenge, after telling him you agree with his views on ghouls, you will be granted a perk, which causes all non-feral Ghouls to drop a finger upon their death, which can be sold to Burke for caps and XP. Selling him enough will grant you a special reward!
-If you seduced Burke, not only can you initiate sex with him whenever you choose, you can also ask him to provide you with a room at Tenpenny Tower, he will grant you the suite you would otherwise have obtained by blowing up Megaton.

All companions are fully voiced, fully working and have their own perks!

Additional, Optional Follower: Ties That Bind - Dad Expansion

This is an extra, completely optional file, adding a Dad follower organically into Ties That Bind. During Family Reunion, instead of leading you to Dad's body, she will instead lead you to... Dad! Alive and well! He will explain to you, using lines created using VAA Synth, that the Enclave revived him as they did Colonel Autumn, and attempted to force him to work for them, imprisoning him when he refused. He will then join you as a companion, with his own perk, JIP Avatar, and fully-voiced dialogue! Dad can:
- Purify Dirty Water for you
- Heal you, as a Doctor would, free of charge
And more! This mod also organically removes any mention of Dad being dead from Amanda post-Family Reunion, including the funeral scene. You can, however, still begin the Family Home quest, after escaping Raven Rock.

Modded Companion Patches

The modded companion patches come in two types - Additional .esps and replacement .esps - Some patches are replacements and some are additional .esps. Whether i chose to make something an Additional .esp or replacement was based on a number of factors - The original author's wishes, likelihood of future updates and ensuring maximum compatibility. For any patch you MUST download the original mod first. When you download any file containing patches make sure you use your mod manager to disable or delete patches you do not intend to use or your game may crash. Only download ONE of each patch - The TTW Edition or the Vanilla edition. Downloading both will cause one to overwrite the other anyway.

All modded companion patches were made with the permission of the original creators - either through messages or the permissions on their mods being open. All patches add perks and perk icons to companions without them, and fix minor bugs, as well as implementing the features from CFEE and (in the case of the TTW files) CFEE - TTW. 

These are by no means the only companions that will receive CFEE patches - I currently have a list of about 10 I want to get done at some point and am happy to consider others as well. I hope to release at least one patch a week 

If you use my Ties That Bind TTW Port you MUST use the CFEE patch found in Additional files or this mod and that one will break one another

Additional .Esps and Original Mod download links

These files need to be used alongside the original .esps and still require all files from the original mods

CFEE - Willow.esp - https://www.nexusmods.com/newvegas/mods/41779
-A patch for Willow - A Better Companion Exp
erience. As well as Also adds Firing mechanics to Willow without having to do the fetch quest to re-hire her, or deleting her from the game

CFEE - Someguy Series.esp - https://www.nexusmods.com/newvegas/mods/73696
-A patch for Russell, Bradley, Cooper and Guts. Requires my mod The Someguy Series Revamped and all of it's requirements

CFEE - DLC Companions AIO
-A patch for my mod "DLC Followers All-In-One", downloadable here: https://www.nexusmods.com/newvegas/mods/74426

(TTW Only) CFEE - Amanda TTW - https://www.nexusmods.com/newvegas/mods/68651
-Patches Amanda to work with CFEE - REQUIRED IF YOU USE THAT MOD - ELSE BOTH MODS WILL BREAK

Replacement .Esps and Original Mod download links

These files replace the original .esps but still require all files from the original mods

-Melissa Lewis Companion- https://www.nexusmods.com/newvegas/mods/39675

-Delilah - https://www.nexusmods.com/newvegas/mods/50641
(Uses Delilah's Alternative Voice Pack - https://www.nexusmods.com/newvegas/mods/54896)

-Benny Returns - https://www.nexusmods.com/newvegas/mods/44776

-Richard Castillion - A House Aligned Companion- https://www.nexusmods.com/newvegas/mods/71006

-The ARES Project - https://www.nexusmods.com/newvegas/mods/48621

-Joana Companion - https://www.nexusmods.com/newvegas/mods/56045
- Note, this mod makes Cerberus act like and have all the features of a normal companion, but for reasons I cannot fathom he does not get featured on the JIP menu. I am looking into this further.

-Ulysses Companion Mod - https://www.nexusmods.com/newvegas/mods/48600

-Adopt Bryan Wilks (TTW Only) - https://taleoftwowastelands.com/viewtopic.php?t=6528

Optional Files
- CFEE - Companion Limit Remover - Removes the Charisma limit - you can now have as many companions as you like
- CFEE - Companion Debuff - Removes the 33DR Buff and some others added to companions by the CompanionSuite perk
- CFEE - TTW Rex Fix - A small fix I made for a bug I was experiencing with Rex's dismissal options not showing correctly for reasons I cannot understand.
- CFEE - ED-E Both Perks - Gives ED-E both upgrades at the end of ED-E My Love
- CFEE - TTW ED-E Both Perks - Same as above, but for TTW. Use only ONE file. 
(Note, edemasterupgrade.esp and similar are incompatible with CFEE, use these files instead)
- CFEE - NO DLC Blockers & CFEE - No DLC Blockers TTW - Allows companions into DLC as per usual. Use ONE file not both.



Credits

Assets were used from the following mods to help make this one a reality. I only used mods who had open permissions/gave permission as long as credit was given. Go show these mods some love, they're all great!

Turning Point Modder's Resource - https://www.nexusmods.com/newvegas/mods/67210
Vault 13 Jumpsuits - https://www.nexusmods.com/newvegas/mods/42169
Abraham Lincolns Suit - https://www.nexusmods.com/fallout3/mods/9729
Vault Reject Outfits - https://www.nexusmods.com/fallout3/mods/13518
Raider Combat Armor - https://www.nexusmods.com/newvegas/mods/38997
Drags New Armor Pack - https://www.nexusmods.com/newvegas/mods/49170
Lara Croft Outfit - https://www.confrerie-des-traducteurs.fr/fallout3/mods/1130/armurerie/vetements_et_accessoires/tenue_de_lara_croft

I Sincerely hope you enjoy this mod, as I put a lot of hard work and love into it
If you find any issues or have any questions, please don't hesitate to comment :)


Also by me:

NEW VEGAS:
Main Story Alterations
Vault-Tec Armorer
Pip-Boy or Readius Selector
Outcome-Based Courier Dusters
The Someguy Series Revamped
CFEE - Companion Overhaul
DLC Companions - All-In-One
Pistol Whippin' - .45 Auto Pistol Melee
Simple Smoking

TALE OF TWO WASTELANDS:
AEW - A TTW Content Enhancement Mod
Ties That Bind Revised
Project Nevada Equipment - TTW Compatibility Patch
TTW - Unbreakable Anchorage Rewards
TTW Radios Unbound
TTW - Melee Hotkey Patch

SKYRIM:
College Of Winterhold Followers (Plus Rikke, Angi & Malborn) (SE Port)
Daedric Artifacts Plus
Festus Krex Spell Improved
Adoptable Babette (SE Port)

Fallout 4:
Institute X-01 Paint Earlier Unlock
A New Dawn - Minutemen BoS Sentinel Cut Content Restored
Nate & Nora Companions - Compatability Edition
If you wish to contact me, or just chat about Fallout or any other topic, the easiest and best way to reach me is my Twitter, @AshTheHolyOne