Fixed Robots having needs applied - Robots no longer are affected by needs
Fixed compatibility with base New Vegas (Sorry, I guess it kinda required TTW before because I'm dumb sometimes)
Fixed compatibility with AltStarts mods. No more save/reload to get the scripts to start correctly!
Respawning Companions are now handled correctly
NEW: Radiation Debuffs for companions based on the player. Ghouls and Robots are ignored.
NEW: Configuration Options to disable Companion Needs or Companion Radiation Debuffs
I have removed the KEYWORDS requirement from this mod. Companions that were managed by the mod previously required the "Companion" KEYWORD, but this limited the compatibility as EVERY. SINGLE. COMPANION needed that KEYWORD. I should have done this from the start.
I will still be pushing an update to the Modded Companions KEYWORDS file soon though, as I added a lot of companions to this file and don't want that to go to waste. This will probably be its last update though, as its not needed.
Version 1.2 - 01/29/2024
Fixed Supermutants and other mutated creature companions from getting Radiation Debuffs where applicable.
NEW: Companion Max Level and Level Scaling options! Should be compatible with modded companions too!
Was just reading over the mod description. If companions receive debuffs based on the player's hardcore needs, then why not simply multiply the amount of items the player needs to consume to satisfy their (and the group's) needs according to how many companions they are traveling with as an additional balancing factor on the advantages gained from traveling with one or more companions?
I've thought about this, but ultimately decided against it because I felt it would be too obtuse. It doesn't make sense when you have only 1 of different food items (i.e. 1 brahmin steak, 1 gecko steak, 1 mac and cheese, etc), but can't eat because you have a companion or 2, or 8. And of course, that'll get in the way when you need food the most. So, I feel like I would need to make a thing that "picks" other foods for companions if you don't have enough of the item you're eating, and suddenly the mod is doing things I never really wanted to accommodate for. I can also see the comments now of users complaining that I caused this to eat their prized lettuce or something.
I do plan on re-working parts of this mod in the near future though; it could use some optimization. I can add the food multiplier requirement as an optional (but disabled by default) feature. It is trivial enough to add for it to just be there for the hardcore peeps I think.
Sure, I completely understand your rationale. I do think it could be an interesting optional hardcore feature for immersion masochists such as myself. I'm guessing the implementation would be something like an event that dynamically divides the amount of Hunger restored upon consumption based on the (biological) party team size but that's just me theorizing without looking at your mod's particular code.
This is great, thanks for making it adjustable, combine with Stewies tweaks I can stretch out unconscious time to expend resources on them for recovery, make the death chance 0 because I love quests, but up the injuries. best way to handle needs, much better than having to play with inventories.
This is something I only recently found myself. Sorry about that. It has to do with the CGO4 references I used in the script. Thought it would be fine as they're surrounded by checks if the TTW plugin is enabled, but nope.
I'm actually working on the newest update as I'm writing this that will fix this (hopefully), plus some other stuff.
I really appreciate the work you put in this! Sorry to ask, but since this is quite literally the first ever mod that adds needs to companions, any chance you take radiation debuffs as well?
I can definitely add the radiation debuffs to companions when you are irradiated. I'll add this as an option that can be toggled in the INI in the next update. Thanks for the suggestion, and glad to hear you like the mod!
Not currently. I have plans to add this as an option, but I need to find a better way to start the tracking on a new game first. It'll all be in the next update.
21 comments
Version 1.1 - 01/28/2024
I have removed the KEYWORDS requirement from this mod. Companions that were managed by the mod previously required the "Companion" KEYWORD, but this limited the compatibility as EVERY. SINGLE. COMPANION needed that KEYWORD. I should have done this from the start.
I will still be pushing an update to the Modded Companions KEYWORDS file soon though, as I added a lot of companions to this file and don't want that to go to waste. This will probably be its last update though, as its not needed.
Version 1.2 - 01/29/2024
I do plan on re-working parts of this mod in the near future though; it could use some optimization. I can add the food multiplier requirement as an optional (but disabled by default) feature. It is trivial enough to add for it to just be there for the hardcore peeps I think.
Thanks for taking the time to reply!
For anyone else who doesn't use JIP CC&C: this mod I just found will also stop companions magically healing :)
best way to handle needs, much better than having to play with inventories.
I'm actually working on the newest update as I'm writing this that will fix this (hopefully), plus some other stuff.
Looking fw to the update as well as any of yer next mods!
Thanks again for letting me know about this!
New update makes it so robots do not have needs, didn't think about this initially. Thanks for the heads up!
Sorry to ask, but since this is quite literally the first ever mod that adds needs to companions, any chance you take radiation debuffs as well?
Enjoy! :D