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Tammer's Customizable Companion Framework

The Customizable Companion Framework is a template and modder's resource that allows you to create a custom follower who can be leveled up and specced by the player. It has been pre-configured to take all the grunt work out of the process, and all that needs to be done is to change the NPCs appearance, maybe change some stats, and write dialogue. A video tutorial that guides you through the entire process step-by-step can be found here.


Experience and Leveling

As the companion travels with the player, they will earn XP every day simply by being in the player's party, or by engaging in combat while in the player's employ. When the companion levels up, they gain skill points that the player can spend on any of the companion's skills. Every ten levels, the companion earns a single SPECIAL point instead, which the player can also allocate. Superfluous XP that puts the companion over the level-up threshold is rolled over and put towards the next level.

The leveling system can be disabled using the console command set aaaGLOBCompanionLeveling to 0 (or changing the value to 0 directly in the GECK), which will turn the companion into a standard, run-of-the-mill follower like the base-game companions.

Skill Perks

Leveling up the companion's stats will open up new dialogue options and unlock new perks as they improve.

Strength

Perception

Endurance

Charisma

Intelligence

\[ DailyXPGain = \frac {PlayerSpeech} {5} + \frac {Intelligence + PlayerCharisma} {5} \] This formula yields a value between 1 and 8, rounded up to the nearest whole number. Factoring the player's Speech and Charisma into the XP calculation is intended to simulate a teacher's ability to engage with and articulately explain concepts to their student, or to simulate the importance of effective communication during combat.

Combat XP is calculated using the same formula as Daily XP, but adds a small bonus. \[ BonusXP = \frac {HealthAtCombatEnd} {HealthAtCombatStart} \times EnemiesEngaged \] In other words, the less damage the companion takes during combat, and the more targets they engage, the higher the Combat XP bonus.

Intelligence determines how many XP are required for the companion to level up. \[ XPToLevelUp = \frac {5 \times (CurrentLevel + 1)} {(\frac {Intelligence} {3})} + 13 \]

Intelligence also factors into determining how many skill points the companion earns with each level up. \[ SkillPointsEarned = \frac {Intelligence} {2} + 3 \] This formula yields a floored value between 3 and 8.

Agility

Luck

\[ CapsFound = Luck \times (\frac {GetRandomPercent} {100} \times Barter) + 1 \]

Barter

Energy Weapons

Explosives

Guns

Lockpick

Medicine

Melee Weapons

Repair

Science

Sneak

Speech

Survival

Unarmed

The companion's stats can be viewed at any time by speaking to them and asking them for details about themselves. This may be a clunky and inefficient system, but it felt more immersive to me as opposed to adding some sort of remote control item to the player's inventory.

Home Location

The companion's home location can be set to anywhere the player wants, simply by leading the companion there and selecting the corresponding option in dialogue. I added this mainly because I never use the Lucky 38 suite, and found it annoying having to travel there and go through two loading screens just to retrieve my companions when I have a perfectly good custom player home elsewhere. The option remains to dismiss the companion to the Lucky 38 as well.

Additional Behaviors

While on The Strip, the companion's weapons will be confiscated upon entering a casino, and they will wait in the lobby while the player goes up to the Lucky 38 Penthouse to talk to Mr. House. If left waiting in the lobby when the player begins the endgame for Mr. House or Yes Man, the companion will automatically be moved to Hoover Dam along with the player to start the final battle.

If playing Tale of Two Wastelands, the companion will also wait for the player if they are doing the Tranquility Lane quest.

DLC Handling

There are two additional plugins that contain functions for handling Fallout: New Vegas DLC and/or Tale of Two Wastelands DLC. The plugins can be configured by entering the console command set aaaGLOBKeepCompanion to 1 By default (i.e. with the global set to 0), the companion will be automatically dismissed to their home marker location whenever the player starts a DLC. Setting the global to 1 will allow the companion to accompany the player for certain DLCs:

Dead Money

Honest Hearts, Old World Blues & Lonesome Road

The Pitt

Operation: Anchorage

Point Lookout

Mothership Zeta