Hi, I have a few questions. Does using this mod make Heather or Yukie un-embraceable on the whole, or just as a companion? If I make Heather a companion, is she still psychotically in love? If she is my companion, does this keep her from being killed as in the vanilla game? I'm sorry if these questions are stupid/annoying, but was considering using Heather as a companion, and embracing Yukie, but, not sure there is any advantage to embracing either with your mod. Thank you.
- You can't embrace at all in this version of the mod, only recruit. - Regarding Heather, she will still be in love. And she won't die (as long as you keep her as a companion). - Never worry about asking questions, if you have others just ask
Thanks so much for your reply! Just perfect! I do have 1 other question. Will Sweet Heather by Skeletoff work with this? It's just a material swap, but would require the original Heather model. After examing your mod, it doesn't appear to affect Heather at all. Thank you again.
Mmh.... IIRC I have replaced also some model files of Heather. Make some backups of Heather's subfolders before installing that mod. Hope it will works!!
Hey, just a quick question about your description of the mod.
"Features removed down: - embracing heather and/or yukie (unfinished in the original version) - new items (two items and for each the instructions while the game had already a max limit for items which the new patch had already filled) - the whole concept of enslaving companions in order to make them follow you - the possibility to virtually take every single NPC not related to the main plot as a companion - the hamsters easter egg (too cringy for my tastes)"
If i'm understanding this correctly these are features that were in the mod already but got removed (most likely due to how the UP is set up after each update from the creators of those mods) ((the hamster easter egg i personally found a bit funny, considering i love Minsc & Boo, but have complete understanding why it'd be removed, but considering the steps that were neccessary it could'ave still been fun to keep around))
But are these features something you plan on re-implementing later or at all?
I don't think I'll be able to reimplement these features, it's a miracle this "core" version was restorable on the newer UP in the first place. I hope you'll still have fun
Thanks for the fast reply, i was more or less curious as i come back to this game every few years as a ritual and its fun to see how much the community still is working on it.
Now im trying to figure out why there's a hidden invisible npc in the oceanside hotel that says "Please enjoy the game, cheater" near the entrance to the left and our only response is "EHi" and i think its the painting picture frame that is the "npc" per sé.
That thing in the Ocean House is an easter egg shortcut. It gives you the Pendant without having to go all over the level. Just for when someone might want to skip it, totally optional
I've finally found a solution. If only it didn't took me so long.... :/ The line in the dialog file: ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)') needs to be changed with: ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)');ScheduleTask(0.3,'FindEntityByName("controller").RemoveControllerNPC()')Sorry for the inconvenience....
As stated in the readme, install the latest stable UP (as now is 11.4), extract the content of the Companion mod's archive into the Unofficial_Patch folder, rename that folder to Companion_Mod and select it from the Mod Launcher desktop link. I will try to make an easier installation procedure when a stable version of 11.5 will be released.
Regarding the extras folders, they contain old reskins and developer documentations from the original author of the mod.
Thank you for your contribution to the community and i am looking forward to your future projects,i want to ask you 2 questions regarding this mod:
1-Is there a limit of how many companions can i have at the same time?
2-Is there any way to make the process of npcs joining me condition based?i think it will be more immersive to meet certain requirments like having enaugh intimidation for that dialog line to take effect or paying them instead,beating them senseless till they submit would ve been cool but is probably to hard to pull out especialy on the npcs you don t get to fight..
Regarding your questions: 1) yes, that's seven 2) all you need is in the Mod Development Guide (in the "IV. Dialogs" section) Ok, not the fighing them idea, that would require something more like map entities editing etc. But you can add conditions like Persuasion, Dominate, money costs and so on
Hope you'll have fun editing this game, and if you'll have some hiccups I may know how to help bye!!
That s cool,i saw those in the dlg files but i wasn t confident enaugh to try it without a proper guide,i will check it out but for now at least i made Rosa a companion by copy pasting your text model and then later editing it to suit my choose of words,thnx again and wish you a happy new year !
I made Rosa to be a companion in 3 conditional ways but when i tried to do the same thing to Copper selecting the specific line to made him a companion,the dialog bar jumps at Rosa instead...do you have any idea why? this is the dialog meant to make Copper a companion {11}{If the head vampire dies, we all become human again, right?}{If the head vampire dies, we all become human again, right?}{#}{npc.SetDisposition("Confused", 1)}{}{}{}{}{}{}{}{} {12}{I don't know but there is only one way to find out.}{I don't know but there is only one way to find out.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1 )')}{}{}{}{}{}{}{Only a silver screen dream.} {13}{If he's killed with the Holy Stake, sure. Interested in purchasing it?}{If he's killed with the Holy Stake, sure. Interested in purchasing it?}{81}{Persuasion 3}{G.Copper_Stake = 1}{}{}{}{}{}{}{You need only the Holy Stake.} {14}{I don't have time for this. Goodbye.}{I don't have time for this. Goodbye.}{0}{}{}{}{}{}{}{}{}{You're kookier than who I see in the mirror. Farewell.}
The whole dialog chain i ve created is larger and i ve changed the pathway of some lines to lead to this specific part,did the same thing to Rosa but it worked,no crashes nothing
It took me a bit to understood where it could be the error. On the part where it's written ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')try to write instead ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)')(in particular remove that tabulation after the "1" character) Tell me if it works
i already tried this yesterday cause i ve observed looking at the dlg files you made for this mod where it was 4 instead of 1 from the guide text for new companions and there is no difference.. all dlg options for companionship made for Rosa have 1 instead of 4 and regardless of spaces or that i made her to say something that isn t even voiced still works: {87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{} {88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}} {89}{}{}{}{}{}{}{}{}{}{}{}{}
Try to change in Rosa's dialogue this: {87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{} {88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}} {89}{}{}{}{}{}{}{}{}{}{}{}{} to this: {87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{}{}{}{}{}{}{} {88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}} {89}{}{}{}{}{}{}{}{}{}{}{}{} Maybe the repeated command in her dialog tricked the bug....
first i can t believe i let that slip...i tried using a clean dlg file for Rosa but again jumps at her when speaking to Cooper,i don t know maybe it doesn t works on certain npcs even if they are not main or there is a limitation of how many you can make in the same area but i don t think this is the case after the clean dlg file test..i will try with other npcs and see what works and what doesn t and let you know if i discover something ,thnx for being responsive
Yes,i have retexture mods,some pc skins and i imported some music i wanna hear in the clubs and also have the latest unoffcial patch installed. If is possible then i might try to make a new run with the clean dlg file of Rosa and maybe stick to a basic aproach without any condition or extra dialog,just the basic companion text model by the book and if it works then just after that i might consider developing more.
Maybe one of these (except the UP if you installed it before the Companion Mod) might interfere with the mod. Look in the archives of those mods if there are python and/or .cfg files. Also open the console and look if there are mentioned any kind of errors.
i finaly did it after retrying with clean files,first i got Cooper and then i copy pasted the file made for Rosa before,the only problem is that sometimes they start going underground into the map geting stuck but if i go somewhere else eventualy they will follow and the bug will fix itself,no i don t think i will give up on modding but i hope i will play the game after those changes xd,thnx again for support cya
The companions get stuck underground? Mmh, that's a problem of the original mod, and to make it less frustrating I've restored also a custom key ("q") to respawn them behind you. It works even if it's a bit clunky....
that s nice,when you say the original mod are you referring to that one that s not compatible with the new versions of unofficial patch?i ve seen some fotage on you tube from 2010 and i have to say that one was a banger at least from what i ve seen in these few showcases,to beat damsel in the streets and play the voicelines in such order to make her submit to you after defeating her wow,if i am not wrong her voicelines are combined from specific words and not just a change in order of the base dialogue
Yes, I have merely restored this mod for newer patches. And doing so I had to remove those extra lines. Not a huge loss, mostly where cartoonishly evil and there was no alternative....
In case someone wants to try the original version it's possible with this addon to be installed on top of it: https://www.moddb.com/mods/companion-mod-core-for-unofficial-patch-106/addons/companion-mod-fix-for-the-mod-loader-and-modern-computers
That old version was prebuilt on top of the 5.6 UP, so I would recommend to play the version I've restored. Yes, there's also the possibility to play the old one, but that's mostly for people who want to revive the old experience.
if there is a way to play that above 5.6 UP i will take it but if not i will remain at your restored version cause honestly isn t worth the hustle if there are some mindblowing bugs,i experience that with the Clan Quest mod in some ocasions so i had to quit for a while but i came back for the lowkey Sabbath ending with low humanity in the UP plus,that s why i want a companion mod cause it will be like building your pack
You can play three versions of the Companion mod: - the original version (bundled with UP 5.6 or Antitribu) - the restored version (this one) - the lite version from Clan Quest
Usually higher is the UP, better is the experience, so choose wisely
Features removed down: - embracing heather and/or yukie (unfinished in the original version)
Apologies, english is not my mother language so i am not sure as to what i am understanding here. Does it mean that we cannot embrace Heather and Yukie and have them as fighting companions ?
No problems at all You can add them as companions, yes, but you can't make them vampires (meaning they'll be capable of using vampire disciplines and will be affected by the vampiric curse). I hope it's more clear now
So I'm having a weird bug. I'm familiar with the furniture bug in skyline apartments which is normal if you have been playing the game a few hours and goes away when you close and restart the game. Well I thought this might be related but it isn't. There's a permanently floating glass and a chair embedded in the floor at the skyline haven and it never goes away. I first noticed it when I sent VV to the haven and posed her. Now I'm stuck with it and have no idea what to do.
This issue entangles itself in the save files. When the bug appears you have to load a save made before this happens or it will remain in the future saves.... there's nothing we can do
Hey LordUra, wanted to run a couple questions by you.
Let me clarify that I'm not asking you to do this, but you seem like you'd be the person to ask before I get into it: - How difficult is VTMB to work with? - I understand the Unofficial Patch comes with a SDK, was it used for this and, if so, how was the experience? - Enslavement of NPCs is not available in this, was it done by removing or disabling the related content?
My end goal is restoring NPC enslavement to the current Unofficial Patch, and I was wondering if using this as a base was viable. I don't have much interest in companions at all, but I want the ability to effectively enslave and kidnap NPCs I like, then keep them in my apartment as personal blood dolls or ghouls.
1) How difficult? A bit for sure, but it depends on what you want to do. Or your modding capabilities with Source games. 2) The SDK has many functions, but for the Companion Mod I only needed a few of these stuff, mostly I've used text editors. 3) Regarding enslaving NPCs, I had to scrap the original dialog files and redo the recruiting lines by myself. The function isn't disabled anyway.
I suggest to study how dialogs works in this game (look out the ModDev guide that should be in the SDK) so you can add Dominate/Intimidate dialog lines.
Anyway soon Wesp5 should release the stable version of the UP 11.5 so I will update my mods.
All NPCs can be possessed if they are companions. There's not a "possession check" to prevent some NPCs to be possesses.
Said that, the disciplines a companion can use are the vanilla ones*. So Pisha cannot use Necromancy since it's not developed into the original game as a fully functioning discipline.
* If you're using the companion mod core on Final Nights or Barabbah's Addon, companions will use their disciplines
208 comments
- Regarding Heather, she will still be in love. And she won't die (as long as you keep her as a companion).
- Never worry about asking questions, if you have others just ask
"Features removed down:
- embracing heather and/or yukie (unfinished in the original version)
- new items (two items and for each the instructions while the game had
already a max limit for items which the new patch had already filled)
- the whole concept of enslaving companions in order to make them follow you
- the possibility to virtually take every single NPC not related to the main plot as a companion
- the hamsters easter egg (too cringy for my tastes)"
If i'm understanding this correctly these are features that were in the mod already but got removed
(most likely due to how the UP is set up after each update from the creators of those mods)
((the hamster easter egg i personally found a bit funny, considering i love Minsc & Boo, but have complete understanding why it'd be removed, but considering the steps that were neccessary it could'ave still been fun to keep around))
But are these features something you plan on re-implementing later or at all?
Now im trying to figure out why there's a hidden invisible npc in the oceanside hotel that says "Please enjoy the game, cheater" near the entrance to the left and our only response is "EHi" and i think its the
paintingpicture frame that is the "npc" per sé.EDIT: I can't find a solution for this issue I'm sorry
The line in the dialog file:
ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)')
needs to be changed with:ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)');ScheduleTask(0.3,'FindEntityByName("controller").RemoveControllerNPC()')
Sorry for the inconvenience....Regarding the extras folders, they contain old reskins and developer documentations from the original author of the mod.
1-Is there a limit of how many companions can i have at the same time?
2-Is there any way to make the process of npcs joining me condition based?i think it will be more immersive to meet certain requirments like having
enaugh intimidation for that dialog line to take effect or paying them instead,beating them senseless till they submit would ve been cool but is probably
to hard to pull out especialy on the npcs you don t get to fight..
Regarding your questions:
1) yes, that's seven
2) all you need is in the Mod Development Guide (in the "IV. Dialogs" section)
Ok, not the fighing them idea, that would require something more like map entities editing etc.
But you can add conditions like Persuasion, Dominate, money costs and so on
Hope you'll have fun editing this game, and if you'll have some hiccups I may know how to help bye!!
Rosa a companion by copy pasting your text model and then later editing it to suit my choose of words,thnx again and wish you a happy new year !
a companion,the dialog bar jumps at Rosa instead...do you have any idea why?
this is the dialog meant to make Copper a companion
{11}{If the head vampire dies, we all become human again, right?}{If the head vampire dies, we all become human again, right?}{#}{npc.SetDisposition("Confused", 1)}{}{}{}{}{}{}{}{}
{12}{I don't know but there is only one way to find out.}{I don't know but there is only one way to find out.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1 )')}{}{}{}{}{}{}{Only a silver screen dream.}
{13}{If he's killed with the Holy Stake, sure. Interested in purchasing it?}{If he's killed with the Holy Stake, sure. Interested in purchasing it?}{81}{Persuasion 3}{G.Copper_Stake = 1}{}{}{}{}{}{}{You need only the Holy Stake.}
{14}{I don't have time for this. Goodbye.}{I don't have time for this. Goodbye.}{0}{}{}{}{}{}{}{}{}{You're kookier than who I see in the mirror. Farewell.}
The whole dialog chain i ve created is larger and i ve changed the pathway of some lines to lead to this specific part,did the same thing to Rosa but it worked,no crashes nothing
On the part where it's written
ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')
try to write insteadScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),4)')
(in particular remove that tabulation after the "1" character)Tell me if it works
all dlg options for companionship made for Rosa have 1 instead of 4 and regardless of spaces or that i made her to say something that isn t even
voiced still works:
{87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{}
{88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}}
{89}{}{}{}{}{}{}{}{}{}{}{}{}
{87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{}
to this:{88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}}
{89}{}{}{}{}{}{}{}{}{}{}{}{}
{87}{Even if i know how things will turn if you really want i will stay beside you.}{Even if i know how things will turn if you really want i will stay beside you.}{#}{npc.SetDisposition("Neutral", 1)}{}{}{}{}{}{}{}
Maybe the repeated command in her dialog tricked the bug....{88}{I am glad,then we should go.}{I am glad,then we should go.}{0}{}{ScheduleTask(0.2,'companion.addToParty(FindEntityByName("' + G.LDName + '"),1)')}{}{}{}{}{}{}{Yes. The future may take me where you see.}}
{89}{}{}{}{}{}{}{}{}{}{}{}{}
works on certain npcs even if they are not main or there is a limitation of how many you can make in the same area but i don t think this is the case
after the clean dlg file test..i will try with other npcs and see what works and what doesn t and let you know if i discover something ,thnx for being responsive
If is possible then i might try to make a new run with the clean dlg file of Rosa and maybe stick to a basic aproach without any condition or extra
dialog,just the basic companion text model by the book and if it works then just after that i might consider developing more.
Don't give up on modding it's really fun
they start going underground into the map geting stuck but if i go somewhere else eventualy they will follow and the bug will fix itself,no i don t think
i will give up on modding but i hope i will play the game after those changes xd,thnx again for support cya
some fotage on you tube from 2010 and i have to say that one was a banger at least from what i ve seen in these few showcases,to beat damsel
in the streets and play the voicelines in such order to make her submit to you after defeating her wow,if i am not wrong her voicelines are combined
from specific words and not just a change in order of the base dialogue
In case someone wants to try the original version it's possible with this addon to be installed on top of it:
https://www.moddb.com/mods/companion-mod-core-for-unofficial-patch-106/addons/companion-mod-fix-for-the-mod-loader-and-modern-computers
Yes, there's also the possibility to play the old one, but that's mostly for people who want to revive the old experience.
are some mindblowing bugs,i experience that with the Clan Quest mod in some ocasions so i had to quit for a while but i came back for the lowkey
Sabbath ending with low humanity in the UP plus,that s why i want a companion mod cause it will be like building your pack
- the original version (bundled with UP 5.6 or Antitribu)
- the restored version (this one)
- the lite version from Clan Quest
Usually higher is the UP, better is the experience, so choose wisely
- embracing heather and/or yukie (unfinished in the original version)
Apologies, english is not my mother language so i am not sure as to what i am understanding here. Does it mean that we cannot embrace Heather and Yukie and have them as fighting companions ?
You can add them as companions, yes, but you can't make them vampires (meaning they'll be capable of using vampire disciplines and will be affected by the vampiric curse). I hope it's more clear now
Let me clarify that I'm not asking you to do this, but you seem like you'd be the person to ask before I get into it:
- How difficult is VTMB to work with?
- I understand the Unofficial Patch comes with a SDK, was it used for this and, if so, how was the experience?
- Enslavement of NPCs is not available in this, was it done by removing or disabling the related content?
My end goal is restoring NPC enslavement to the current Unofficial Patch, and I was wondering if using this as a base was viable. I don't have much interest in companions at all, but I want the ability to effectively enslave and kidnap NPCs I like, then keep them in my apartment as personal blood dolls or ghouls.
2) The SDK has many functions, but for the Companion Mod I only needed a few of these stuff, mostly I've used text editors.
3) Regarding enslaving NPCs, I had to scrap the original dialog files and redo the recruiting lines by myself. The function isn't disabled anyway.
I suggest to study how dialogs works in this game (look out the ModDev guide that should be in the SDK) so you can add Dominate/Intimidate dialog lines.
Anyway soon Wesp5 should release the stable version of the UP 11.5 so I will update my mods.
Said that, the disciplines a companion can use are the vanilla ones*. So Pisha cannot use Necromancy since it's not developed into the original game as a fully functioning discipline.
* If you're using the companion mod core on Final Nights or Barabbah's Addon, companions will use their disciplines