[4R5] fallout new vegas companions cant die mod
( Updated : October 23, 2021 )
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Mods to Avoid | Viva New Vegas
VIVA NEW VEGAS why can't companions use weapon mods?
About this mod After completing their quests companions receive stronger weapons (like their primary weapon - not using ammo). This mod allows you to give your companions armor, and weapons from your inventory that will be force equipped on them. That means they will not. Yup weapon mods dont show up visually when your companions use them. but they're still there. That's why I lean more towards giving my. One of the features added to New Vegas is the ability to custom modify certain base weapons. While in Fallout 3 this was limited to the creation of custom. Weapons and armor. All permanent companions' default weapons have unlimited ammunition. If equipping followers with a better weapon, (DPS. Description 袙路 Changes the BB Gun, unique BB Gun, Alien Blaster, and Fat Man to use an ammo list, so that they can be used as companion weapons. 袙路 Marks the. I've been trying to find a simple non buggy mod that would allow me to force equip companions weapons and armor like in Fallout 4 regardless. Best Companion/Weapon combo in New Vegas? 袙路 Cass/Hunting Shotgun 袙路 Boone/Gobi Campaign Scout Rifle 袙路 Veronica/Saturnite Fist (Super-Heated). Except for one oddly specific weapon (or at least the only weapon I have found Fallout: New Vegas > General Discussions > Topic Details. List of many popular mods that are outdated/broken. Classic Fallout Weapons: WebbProductions's Mods (though these directly edit weapon records.
All eight permanent companions in Fallout: New Vegas. It is possible to have up to two legitimately acquired companions in the party one humanoid and one non-humanoid. All permanent companions have a unique quest line that can be followed in order to "upgrade" them, usually giving them new armor or new perks. These companions are only available while playing the Dead Money add-on , they are only temporary and will not follow the Courier around as standard companions do:. These companions are only available while playing the Honest Hearts add-on , they are only temporary and will not follow the Courier around as standard companions do:. Temporary followers are NPCs that can accompany the player character during quests, or they might even offer their support only for a limited time or within a certain area. Unlike permanent companions, temporary companions do not use the companion wheel, do not heal automatically, and with the exception of Deputy Beagle, do not have an option to exchange equipment. Each companion also has a special attribute referred to in the game as Nerve. In regards to weapons, each companion has their own Strength limitations, they will suffer accuracy penalties just like the Courier if trying to use a weapon that has a higher strength requirement than they possess. Furthermore, depending on a companion's preferred weapon type, damage can be increased even further by buying improved ammunition, or crafting it with Hand Loader or Vigilant Recycler. Giving an energy weapons-user certain optimized ammunition types added with Gun Runners' Arsenal can influence their overall carry weight in Hardcore mode due to the ammunition's reduced weight. Finally, weapons given to companions do not lose durability unless hit directly by enemies, therefore high-damage and high-degradation ammunition types are usually preferable unless said ammunition grants the enemy x damage threshold multiplier. However, as Nerve is currently implemented, only the damage boost is ever applied to companions, limiting the usefulness of a high charisma build significantly. Some mods have been made to address the issue, such as Nerve: Reimplemented. Because Nerve only affects DT and damage, companion quests that bestow other bonuses upon completion such as movement speed are potentially less effective for those with high Charisma. All permanent companions' default weapons have unlimited ammunition. If equipping followers with a better weapon, DPS is checked add ammunition and check its count from time to time - they seem to hold on to the new weapon when out of ammunition or switch to melee instead. Companions can use unique weapons with already built-in upgrades, such as the Ratslayer. Most companions use a weapon that's named after them. They share the same main characteristics as the standard version of the weapon and only differ in name, such as:. They can also wear all types of armor and power armor that is not related to a faction, even without having the Power Armor Training perk. They only change gear if they are given gear that has a better Damage Threshold than their own outfits. This may not always hold true, however; giving multiple copies of the same outfit to a companion may result in them equipping an inferior copy, despite the difference in DT. Companions will refuse to wear or even carry faction-specific apparel, except apparel corresponding to their own faction. Giving invalid faction apparel to a companion will result in that companion immediately dropping the item see Bugs for errors that occur with this ; it is not returned, but must be picked up from the ground. This also applies to non-human companions who cannot wear armor, i. Only Boone and Veronica are able to carry or wear faction apparel. Veronica, as a member of the Brotherhood of Steel , will wear Brotherhood power armor. She will also accept apparel specific to the White Glove Society , and giving her the items White Glove Society attire or formal wear , will result in her teaching the unarmed move Scribe Counter. She will not wear these items, however, because their DT is inferior to her default clothing. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors. Ammunition Apparel and armor C. Administrators Account management Discord Vault Academy. Administration policy Article layout Canon guidelines Content policy Discussions forum Reference formatting User conduct. Citation project Speculation removal Suggested merge and splits Template headquarters Template overview. Explore Wikis Community Central. Register Don't have an account? Fallout: New Vegas companions. View source. History Talk Fallout: New Vegas overviews. When entering the casinos on the Strip, they will take all companions' weapons. Exiting will not return their weapons they own. Arcade Gannon will sometimes not show the recruit dialogue when you have a nonhumanoid companion Rex or ED-E. This seems to happen when Arcade is in the Lucky The only way to fix this is to dismiss all companions, then recruit Arcade. This can result in negative HP which cannot be cured with more stimpaks, and they will die as soon as you exit the companion wheel. For weaker poisons, this may lower their HP, but since it doesn't go below zero, they don't die. On the other hand, they will not use antivenom , so the poison may end up killing them naturally. This is especially a problem with Veronica , as she prefers unarmed combat. Patched in Fallout: New Vegas patch 1. The poison will cause your companion to go unconscious a few times, but the poison will eventually wear off. After that, hardcore mode can be turned back on. The reason for this working is simply because, in casual mode, companions are set as essential and cannot die. Note : Turning off hardcore mode at any point in the game will disable the hardcore achievement, so this solution is not recommended for anybody who is trying to get that achievement. Yet another way is to tell the companion to wait, which appears to replenish the companion's health and remove the poisoning. The follower can then be asked to rejoin. This can be performed even during combat. You may need to completely dismiss the follower from your party. After reacquiring them later on, if their health has not been replenished, have them engage in combat with an enemy preferably weak and non-poisonous, to be safe. This should "reset" their statistics, and upon completing the combat encounter, they should auto-heal just as normal. Temporary solution is sending your companion home or to the Lucky 38 then recruiting them again. Alternatively treating them with stimpaks very quickly after they are poisoned will prevent their health from becoming negative and actually heal them instead of killing them. The option to dismiss companions to the Lucky 38 will disappear even before Mr. House becomes hostile to the player. This can be fixed by disconnecting from the internet, then removing the latest patch and reloading the game while still disconnected from the internet. Installing the patch again will not allow you to send your followers to the Lucky Highly suggest not doing this if companion is given a unique weapon. When the player takes ammo out, unless it frees up the carry limit, the player cannot keep placing more ammo in. Using a stimpak will overheal them, giving them more health then they should. Entering and then exiting combat will fix this. Categories Fallout: New Vegas companions. Universal Conquest Wiki. This page lists all companions in Fallout: New Vegas. The content is not described in full detail on this page. For details, please see the respective articles. For companions in other Fallout games, please see " Companion ". The following is based on Fallout: New Vegas cut content. End of information based on Fallout: New Vegas cut content.