Better Companions and Caravans
⚪ Last updated 2009Preview

🔍 Analysis
- 👍 2.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #71 of 420 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Changes all NPC Companions and the 4 Major Trader caravans.
Better Companions & Caravans by Rasana ================================ Description: ============ Change in 1. 8: Sergeant RL-3 had a chance of not being essential in the essential version, but in only 1 instance: If you attacked him to the point of him retaliating against you, there was a script that ran in the background to lower his armor values, but it also flagged him to be non-essential. Got rid of this part of the script. All other combat scenarios he was still essential. Fixed. I\'ve also tweaked how sneak is applied. Played around with this for creatures, like Dogmeat, but even though I can add sneak to him he doesn\'t use it after testing it in game. Sorry dog lovers. You will also find a new esp in this package. It contains an essential companion version where the only thing different is Clover\'s appearance. I\'ve had a few requests for this, so like I said... ITS TOTALLY OPTIONAL. The non-Clover essential version still has Clover\'s appearance at the defaults, and is the same esp that essential user\'s have been dealing with. Change in 1. 7: Was pointed out that Dogmeat wasn\'t essential in the essential version of ver 1. 6. So for almost a month, you essential esp Dogmeat owners must have had him locked up in a cage or something! Bad humans! :p Thanks to rbanzai, for the heads up, and I found the script that I forgot to edit from 1. 6. Change in 1. 6: I have further modified the AI of companions. If you are just running around with them and not being sneaky, you will, in most instances, notice no difference, or they may be a bit less aggressive from the 1. 4 change - its going to depend on who the hostile creature/npc spots first. Meaning, if the hostile creature spots you first, your companion will be a bit less aggressive, waiting for the creature to be somewhat close to you before attacking. If the creature spots your companions first, and aggro\'s on them, the companion will act normally and go on the offense. However, the big change is in the \"sneakiness\" of all companions. They are now all much more \"sneaky\" when you are sneaking. All of their other stats and combat values are unchanged. So if you are a very sneaky sort, but your companion kinda sucked at sneaking around compared to you (meaning the hostiles always spotted your companion before spotting you), you should notice a big difference here. Most times, the hostiles will have to notice you first when sneaking in order for your companion to attack. Dogmeat is still unaggressive from 1. 4, but he\'s a dog. He can\'t be \"sneaky\". I haven\'t really found a good way to implement this in him yet. RL-3 and Fawkes I purposefully left \"unsneaky\" as they are not the sneaky sorts anyway, and it doesn\'t make much sense to me to alter them as they both have their own advantages over the other companions. Addition: If you want to bond with Clover, she has an extra slave collar you can wear yourself and be her slave pal. :p Change in
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Rasana
- Version
- 1.8
- Downloads
- 48,275
- Endorsements
- 1,334
- Category
- Gameplay Effects and Changes
- Created
- 12/13/2008
- Updated
- 5/4/2009
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