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Fallout 1 companion mod

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Anything exceeding that length is truncated and ignored by the engine. This would not normally be an issue, but each record in the file is capped at 200 bytes of length, which only accommodates five records. For example, Goris is supposed to have six stages (protos 319 through 324), but the character the player interacts with and recruits is none of these protos, but a separate, 'base' Goris (proto 153). by reading skill books.ĭue to a design bug, companions who are supposed to have six stages cannot ever reach Stage 6, as their progression is divided not into six, but seven stages. Using fixed models also means that a companion cannot permanently gain stats in any other way, e.g. A companion starts with a base model, then advances to stage 1, 2 etc. Each time the player character gains a level, every current companion has a chance to go up a stage i.e. In Fallout 2, each companion has a fixed number (typically, 4-6) of predefined levels called 'stages' in the form of multiple alternative models for them with different statistics. In Fallout, companions do not level up at all. In Fallout, the controls are rudimentary at best while Fallout 2 is a substantial improvement.Ĭompanions don't level up by gaining experience as the protagonist does.

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Instead, one can change some settings for their AI.

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Main articles: Fallout companions controls, Fallout 2 companions controlsĬompanions cannot be controlled directly.