Flags 'essential' the player's companions, plus Red, Shorty, Sticky and Sydney, so that they will not die.

In contrast to version 1.0, this is not done through dialogue, but through a global script, that will switch the follower back to non-essential if they are currently engaged in combat with the player.

Because the script only executes every five seconds, it is possible that the companion may not die immediately if the player decides to kill them, instead falling unconscious. If that happens, just wait for them to get back up, choose a slow-to-kill weapon like a baseball bat or pistol and attack slowly until they turn hostile - they should then die provided you are in combat for more than five seconds.

If the player is not attacking the companion, they should remain 'essential' so long as their status is set to 'hired'. The exceptions are Red, Shorty, Sticky and Sydney, who will remain 'essential' all the time they are not in combat with the player.

Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
All Companions Essential

All Companions Essential

Full Version 5 comments

Makes companions (and pseudo-companions like Sydney) essential through a global script, provided that they are following the player and not engaged in...

Post comment Comments
jeremyhall2727
jeremyhall2727 - - 21 comments

thank you so much for this

Reply Good karma Bad karma+1 vote
Sadorath
Sadorath - - 22 comments

(buried)

This is crap.. flagging them as essential removes the fun.. so now you dont have to worry about them :/ bad choice..

Reply Good karma Bad karma-5 votes
Solifluktion
Solifluktion - - 4 comments

Great idea, though I'd prefer it if only the real companions (esp. Dogmeat ;) ) would be essential while Sydney and co still stay mortal.
I found it a nice challenge to escort Red and Shorty back to Big Town (though I guess quicktraveling would have done the trick, too) without them having killed by Supermutants. Same goes for Sidney since I didn't want to take her gun in an "illegal" way (and I never find her dad's recording).
Still, the closest to what I want :)

Reply Good karma Bad karma+4 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

You may also like
Living Wasteland English Version

Living Wasteland English Version

Role Playing

Over 1300 lines of dialogue, new caravan system, several new quests, new settlements. Old forgotten mod finally with full English translation.

FallOut 3 Overhaul Kit

FallOut 3 Overhaul Kit

Role Playing

The Fallout Overhaul Kit (FOOK), is a customized compilation of user modifications, gameplay balancing changes, and original content designed for the...

Princess Rivet City House

Princess Rivet City House

Role Playing

Adds a two-bedroomed house to the Mid Ship Deck of Rivet City, near the entrance.

Fallout3 WinXP/7/8/10 Multicore Threading 4GB LAA

Fallout3 WinXP/7/8/10 Multicore Threading 4GB LAA

Role Playing

Allows for smoother gameplay, faster loading times, better fps, enhanced quality and eliminate crashes. Works with all versions including Steam, GoG...

Rebuild the Capital - A Brotherhood of Steel Expansion Mod

Rebuild the Capital - A Brotherhood of Steel Expansion Mod

Role Playing

Rebuild the Capital is focused on expanding the Brotherhood of Steel and their role in the wasteland following the events of Broken Steel. Rather than...

Elizabeth Race Mod For Fallout 3

Elizabeth Race Mod For Fallout 3

Role Playing

This mod adds custom Elizabeth race to your Fallout 3. Mod was originally made by yscns and was available only for Fallout New Vegas. Without him this...

X