фоллаут 3 мод бриса альмодовар
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Brisa Almodovar TTW Edition
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Version 3.1.1
Version 3.1.0
Name: Brisa Almodovar TTW Edition
Version: 3.1.1 Beta for TTW 3.2.2
Category: Companions
Date: June 13, 2021
Author: RickerHK
If you are currently in the middle of ‘Escape’, Raven Rock, Tranquility lane, ‘Trouble on the Home Front’, ‘Take it Back!’, or ANY of the Fallout 3 DLC’s, finish it before activating this mod.
Please see the included README or lower on this page for complete details.
This is a full conversion for TTW 3.2.2 and later.
REQUIRES TTW 3.2.2 OR LATER
DO NOT INSTALL THE FO3 VERSION INTO TTW. FO3 PLUGINS ARE NOT COMPATIBLE!
UNINSTALL COMPLETELY THE OLD (1.x.x) VERSION OF THIS MOD. NO PLUGINS FROM THE OLD VERSION ARE COMPATIBLE!
DO NOT CLEAN THE ESM. DO NOT SMASH/BASH THE ESM.
NOTE ABOUT SCREENSHOTS
Please keep screenshots Safe For Work if you post them.
Many of the screenshots I made are with hair, body and skin cosmetic mods installed. See the list below. These assets are NOT INCLUDED with Brisa. Brisa will use whatever you have installed in your game that changes the appearance of females. There is no adult content in Brisa’s files.
These are places that Brisa can follow you in a plausible/immersive way.
Brisa has to be following you by using the Companion wheel or in her dialog. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.
1. Tranquility Lane
2. Vault87/Raven Rock capture
3. Point Lookout and Bog
4. The Pitt
5. Mothership Zeta
6. Operation Anchorage
7. Broken Steel
8. New Vegas
9. Dead Money
10. Honest Hearts
11. Old World Blues
12. Lonesome Road
Zeta Notes:
Brisa can overload healing arches (SCI >= 75), and they heal her as well as the player if she is close enough.
Alien Epoxy added to Brisa’s generic spare part list for weapon/armor repair.
Combat and Medical menus seamlessly integrate Adapted Biogel.
IMMERSION:
Things in this mod that I think enhance immersion:
1. When you are both sneaking and you talk to her, she remains in sneak mode and enters dialog.
2. She performs animations when hacking wall terminals, desk terminals, picking locks, medical treatment, and repairs.
3. When Brisa gives medical treatment, it HURTS (during non-combat triage).
4. Power naps.
5. Close combat partner.
6. Chatter
7. Camping
SCREENSHOTS:
Some of the screenshots are with the following mods installed:
Megaton Hairs by zzjay
EGM Files for Megaton Hairs by Sigourn/Lucas9
TYPE4 Body and Armors by junkacc11
Mojave Delight for Type3 by eronel55, Kendo 2, Xazomn (skin textures)
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Brisa Almodovar
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
Documentation
Readme
Name: Brisa Almodovar
Version: 1.36 Release
Category: Companions
Date: July 16, 2019
Author: RickerHK
You don’t need to start a new game to have her as a companion.
If you are currently in the middle of ‘Escape’, Raven Rock, Tranquility lane, ‘Trouble on the Home Front’, ‘Take it Back!’, or ANY of the DLC’s, finish it before activating this mod.
INSTALL REQUIREMENT:
This mod REQUIRES FOSE 1.2b2 or later. http://fose.silverlock.org/download/fose_v1_2_beta2.7z
Updating from the previous version should be save game compatible. No script variables have been removed or re-arranged. New ones are appended to the end of the variable declarations so the indexes remain the same.
DLC Notes:
The DLC plugin requires all five Fallout 3 DLC’s.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the Capital Wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.
Zeta Notes:
Brisa can overload healing arches (SCI >= 75), and they heal her as well as the player if she is close enough.
Alien Epoxy added to Brisa’s generic spare part list for weapon/armor repair.
Combat and Medical menus seamlessly integrate Adapted Biogel.
New things are added thanks to feedback from users!
IMMERSION:
Things in this mod that I think enhance immersion:
1. When you are both sneaking and you talk to her, she remains in sneak mode and enters dialog.
2. She performs animations when hacking wall terminals, desk terminals, picking locks, medical treatment, and repairs.
3. When Brisa gives medical treatment, it HURTS (during non-combat triage).
4. Power naps.
5. Close combat partner.
6. Chatter
7. Camping
KNOWN ISSUES:
1. An armor or weapon item from another mod that does not have a repair list will cause a CTD if you try to repair it. The only fix (work-around) for it is a CP patch to exclude the item from the repair script. This is a FOSE issue.
2. This is not an issue, just an FYI: When her weapons are locked, you can’t take them out of her inventory. If you try, it will click and then it will look like there are two duplicate weapons. This self-corrects when you exit her inventory.
Cleaned with FO3Edit.
DLC Notes:
The DLC plugin requires all five Fallout 3 DLC’s.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.
PASSIVE MODE:
1. In Tactics, you can ask her to enter Passive Mode. In this mode, she will ignore enemies or potential combat threats until either the player fires a weapon (in combat) or the Player takes two hits (losing health). If the Player’s health is below 30%, one hit will suspend Passive Mode. When Passive Mode is suspended, she will be in her normal mode, the crosshair will be normal UI color when sneaking, and depending on her detection of enemies, may enter combat, but she won’t necessarily aggro on the enemy you took a hit from, or ‘go nuts’. When Brisa is in Passive Mode, the crosshair will be red on her when you are sneaking. Sometimes you will see ‘Pickpocket’, but when you move away and bring the crosshair back to her, it will be ‘Talk’. The script changes this descripter when she is in Passive Mode, but the display doesn’t refresh unless you move the crosshair away, then back. It will time out and change back to ‘Pickpocket’ after 60 seconds, unless it’s refreshed by bringing Brisa back into the crosshair, or if you turn Passive Mode off. If you are sneaking around other Actors, just be aware that it really is Pickpocket! After combat, Passive Mode will resume until you ask her to not be so passive. Credit goes to Tarrant for figuring out how to do this for the Fallout NV Vanilla followers. I’ve applied the same technique here somewhat in my own way.
RELAX HERE:
1. Fixes an issue where she wants to go home and sleep when it is between 11pm and 5am, you are not at home base, and you ask her to ‘relax here’.
PERKS:
1. Added a perk for the player that pops a menu up when activating a Terminal. You can then ask Brisa to hack it. You can still ask her to hack a terminal in dialog too. Added options under support skills to add/remove the perk.
2. Added a condition so the perk pop-up doesn’t appear if she is not in the same cell as you are.
FWE COMBAT:
1. After repeated failures to get Brisa to Travel with ‘Continue during combat’ when fallback was triggerd, I ripped out the ‘fallback’ code and replaced it with something new that I learned to make her ‘passive’ for this to work reliably. (Again, thanks to Tarrant). The trade-off is that she will not fire her weapon when falling back, just have it at ‘alert’. Also she doesn’t get hit during the fallback travel distance. This extreme measure isn’t required for Vanilla Fallout, but there is an option to turn it on anyway(for hot-key fallback only).
OTHER COMBAT:
1. Added ‘ForceSneak’ so that guard packages for FWE and Vanilla don’t look so out of place when the player is sneaking.
2. If she is out of stimpaks, you are warned once. (combat or not).
OPTIONS MENU:
1. Under ‘Let’s talk about some things’, then ‘Let’s set some options’, ‘COMBAT and XP’ has options for XP awards, and for enabling FWE fallback for non-FWE setups that might have issues with fallback.
FWE Notes:
Brisa’s combat script runs a different section of code if FWE is detected as loaded, since AI changes a great deal from Vanilla.
1. Play-testing FWE alternate start as a wastelander worked fine. Brisa came looking for me. Though a CP would make it ‘fit’ better, with a different introduction.
2. Due to NPC AI gamesetting changes, the ‘continue during combat’ flag in travel packages seems to be ignored some of the time, so falling back to the player or the ambush position may not happen as expected. To try and compensate for this, the combat script drops her confidence in steps, the longer the fallback is ignored, to try and break her away from Terminator-type engagement with the enemy. This new section of code is experimental.
3. You can turn off the new section of ‘fallback/flee’ combat code if you prefer it the way it was in the last version (just guard packages). In the options, FWE combat Setting, disable it.
READING BOOKS:
Readable books must be in the PLAYER’s inventory. This will trigger dialog options when you talk to her. Also, see compatibility notes, below.
WEAPONS SYSTEM:
Brisa’s weapon system is fairly simple. It consists of three lockers, called ‘slots’ that you can place a weapon and ammo in. The main thing to get started is to place a weapon in a slot(s), then choose a default weapon slot. She will always try to use this slot if ammo is available. Ammo for any weapon can be put in any slot. To give her more ammo later, just put it in her backpack. If she runs out of ammo, she will pick another slot, starting with slot 1.
A suggestion would be to equip her primary weapon in slot 1, 2nd choice in slot 2, and 3rd choice in slot 3, with weapons that use different ammo.
Weapons use the ammo that is available in her backpack and her personal container. Weapons that use the same ammo type, share this pool. If no ammo is available for any slot, she will use her built-in melee weapon. Unused ammo in her personal container is moved to her backpack.
SKILL REQUIREMENTS:
The weapon system enforces skill requirements for weapons. If Brisa is not skilled enough for the weapon type that you have placed in a slot, a warning message will appear, and the weapon will be left untouched in the slot for the player to retrieve.
[Big Guns]
Minimum Skill Required: 35
Gatling Laser Required: 45
Launchers Required: 60
[Energy Weapons]
Minimum Skill Required: 35
Energy Rifles Required: 45
[Explosives]
Minimum Skill Required: 50
[Small Guns]
Minimum Skill Required: 10
Rifle skill Required: 25
Automatic Rifles: 35
[Melee Weapons]
Minimum Skill Required: 10
Sledge Skill Required: 35
SuperSledge Skill Required: 45
Katana Skill Required: 60
LOCKPICK:
Brisa can open locked containers and doors, if her effective skill is high enough, and you give her a bobby pin.
Lockpick skill: 70
Player Level: 18
Intelligence: 7
Locks picked: 100
Lockpick Books Read: 8
OTHER USEFUL INFORMATION:
If Brisa breaks a lock, it will appear as ‘Requires Key’ when the crosshair hovers over it because of a game engine limitation. However, its lock level will be set to a value that will allow tracking of its original Lock level, preserving it in the event that Brisa obtains the Infiltrator Ability, or the player obtains the Infiltrator Perk.
When you ask Brisa to pick a lock, she will attempt to stand in the same spot and face the same direction as the player did when activating the locked door or container, so move to the side after asking her to pick it. Due to navmesh or other issues, if she is not be able to reach this spot, a timeout will occur and she will perform the pick from where she is at and it will appear strange. Oh well.
MEDICINE:
If Brisa’s effective medicine skill is equal to or greater than the player’s, then she will be the primary care-giver, and her triage menu’s will be enabled. The whole point here is for her to be able to treat the player with medicines at HER skill level, rather than the Player applying medicine to his/herself at a lower level. That’s the thing about teamwork.
Brisa’s medical skill consists of five ranks, beginning when her skill reaches 25. Each rank has a skill level and ‘book rank’ requirement before it is granted. Book Ranks are incremented after every fourth Medicine book is read by Brisa. An additional HP restore bonus of (6 * Rank) is also applied whenever a Stimpak is used.
MEDICINE SKILL FEATURES:
Medicines: Stimpaks, Rad-X, and RadAway, will be applied to the Player with BRISA’s Medical skill, and the medicines run their default action with more effectiveness because her skill is greater.
Chems can be applied to the Player with less chance of addiction as rank increases. IMO, this isn’t very creative and I am open to suggestions for things that are cool, but not over-kill.
Brisa can synthesize her own addiction curing compound when she reaches the rank of SURGEON. You just have to give her the ingredients: Mentats, Nuka-cola Quantum, Detergent.
Medical outfits in her backpack or personal container give a 5 point bonus.
Brisa is not allowed to carry stimpaks and use them on herself. The animation is slow and it looks silly when an NPC is standing there, stimming themselves, while an enemy is firing on them point blank. Any meds in Brisa’s personal container are moved to her backpack and can be used in her medical triage menu. The player is responsible for keeping her healthy.
STIMPAK and CHEM USAGE:
Stimpaks and Chems are taken from Brisa’s backpack or from the Player, in that order. If a treatment choice is not shown in a menu, then the Chem is in use already, health is maxed out, or that item is not available.
MEDICINE SKILL RANKS: (I’m looking for feedback in making these ranks more meaningful)
RECOMENDATION:
Even though Brisa can become very good with the medicine skill, the Player should not neglect their own skill, and should carry a supply of stimpaks and chems in the event Brisa is disabled in combat.
SCIENCE:
Brisa can hack terminals, if her effective skill is high enough.
Science skill: 100
Player Level: 18
Intelligence: 7
Terminals Hacked: 50
Science Books Read: 8
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Brisa Almodovar
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
Documentation
Readme
Name: Brisa Almodovar
Version: 1.36 Release
Category: Companions
Date: July 16, 2019
Author: RickerHK
You don’t need to start a new game to have her as a companion.
If you are currently in the middle of ‘Escape’, Raven Rock, Tranquility lane, ‘Trouble on the Home Front’, ‘Take it Back!’, or ANY of the DLC’s, finish it before activating this mod.
INSTALL REQUIREMENT:
This mod REQUIRES FOSE 1.2b2 or later. http://fose.silverlock.org/download/fose_v1_2_beta2.7z
Updating from the previous version should be save game compatible. No script variables have been removed or re-arranged. New ones are appended to the end of the variable declarations so the indexes remain the same.
DLC Notes:
The DLC plugin requires all five Fallout 3 DLC’s.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the Capital Wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.
Zeta Notes:
Brisa can overload healing arches (SCI >= 75), and they heal her as well as the player if she is close enough.
Alien Epoxy added to Brisa’s generic spare part list for weapon/armor repair.
Combat and Medical menus seamlessly integrate Adapted Biogel.
New things are added thanks to feedback from users!
IMMERSION:
Things in this mod that I think enhance immersion:
1. When you are both sneaking and you talk to her, she remains in sneak mode and enters dialog.
2. She performs animations when hacking wall terminals, desk terminals, picking locks, medical treatment, and repairs.
3. When Brisa gives medical treatment, it HURTS (during non-combat triage).
4. Power naps.
5. Close combat partner.
6. Chatter
7. Camping
KNOWN ISSUES:
1. An armor or weapon item from another mod that does not have a repair list will cause a CTD if you try to repair it. The only fix (work-around) for it is a CP patch to exclude the item from the repair script. This is a FOSE issue.
2. This is not an issue, just an FYI: When her weapons are locked, you can’t take them out of her inventory. If you try, it will click and then it will look like there are two duplicate weapons. This self-corrects when you exit her inventory.
Cleaned with FO3Edit.
DLC Notes:
The DLC plugin requires all five Fallout 3 DLC’s.
Do not install the DLC plugin if you are in a DLC. Wait till you are back in the wasteland.
Brisa has to be following you. Do NOT use her teleporter. Do NOT MAKE HER WAIT when you are entering a DLC or her script for that DLC will shut down.
PASSIVE MODE:
1. In Tactics, you can ask her to enter Passive Mode. In this mode, she will ignore enemies or potential combat threats until either the player fires a weapon (in combat) or the Player takes two hits (losing health). If the Player’s health is below 30%, one hit will suspend Passive Mode. When Passive Mode is suspended, she will be in her normal mode, the crosshair will be normal UI color when sneaking, and depending on her detection of enemies, may enter combat, but she won’t necessarily aggro on the enemy you took a hit from, or ‘go nuts’. When Brisa is in Passive Mode, the crosshair will be red on her when you are sneaking. Sometimes you will see ‘Pickpocket’, but when you move away and bring the crosshair back to her, it will be ‘Talk’. The script changes this descripter when she is in Passive Mode, but the display doesn’t refresh unless you move the crosshair away, then back. It will time out and change back to ‘Pickpocket’ after 60 seconds, unless it’s refreshed by bringing Brisa back into the crosshair, or if you turn Passive Mode off. If you are sneaking around other Actors, just be aware that it really is Pickpocket! After combat, Passive Mode will resume until you ask her to not be so passive. Credit goes to Tarrant for figuring out how to do this for the Fallout NV Vanilla followers. I’ve applied the same technique here somewhat in my own way.
RELAX HERE:
1. Fixes an issue where she wants to go home and sleep when it is between 11pm and 5am, you are not at home base, and you ask her to ‘relax here’.
PERKS:
1. Added a perk for the player that pops a menu up when activating a Terminal. You can then ask Brisa to hack it. You can still ask her to hack a terminal in dialog too. Added options under support skills to add/remove the perk.
2. Added a condition so the perk pop-up doesn’t appear if she is not in the same cell as you are.
FWE COMBAT:
1. After repeated failures to get Brisa to Travel with ‘Continue during combat’ when fallback was triggerd, I ripped out the ‘fallback’ code and replaced it with something new that I learned to make her ‘passive’ for this to work reliably. (Again, thanks to Tarrant). The trade-off is that she will not fire her weapon when falling back, just have it at ‘alert’. Also she doesn’t get hit during the fallback travel distance. This extreme measure isn’t required for Vanilla Fallout, but there is an option to turn it on anyway(for hot-key fallback only).
OTHER COMBAT:
1. Added ‘ForceSneak’ so that guard packages for FWE and Vanilla don’t look so out of place when the player is sneaking.
2. If she is out of stimpaks, you are warned once. (combat or not).
OPTIONS MENU:
1. Under ‘Let’s talk about some things’, then ‘Let’s set some options’, ‘COMBAT and XP’ has options for XP awards, and for enabling FWE fallback for non-FWE setups that might have issues with fallback.
FWE Notes:
Brisa’s combat script runs a different section of code if FWE is detected as loaded, since AI changes a great deal from Vanilla.
1. Play-testing FWE alternate start as a wastelander worked fine. Brisa came looking for me. Though a CP would make it ‘fit’ better, with a different introduction.
2. Due to NPC AI gamesetting changes, the ‘continue during combat’ flag in travel packages seems to be ignored some of the time, so falling back to the player or the ambush position may not happen as expected. To try and compensate for this, the combat script drops her confidence in steps, the longer the fallback is ignored, to try and break her away from Terminator-type engagement with the enemy. This new section of code is experimental.
3. You can turn off the new section of ‘fallback/flee’ combat code if you prefer it the way it was in the last version (just guard packages). In the options, FWE combat Setting, disable it.
READING BOOKS:
Readable books must be in the PLAYER’s inventory. This will trigger dialog options when you talk to her. Also, see compatibility notes, below.
WEAPONS SYSTEM:
Brisa’s weapon system is fairly simple. It consists of three lockers, called ‘slots’ that you can place a weapon and ammo in. The main thing to get started is to place a weapon in a slot(s), then choose a default weapon slot. She will always try to use this slot if ammo is available. Ammo for any weapon can be put in any slot. To give her more ammo later, just put it in her backpack. If she runs out of ammo, she will pick another slot, starting with slot 1.
A suggestion would be to equip her primary weapon in slot 1, 2nd choice in slot 2, and 3rd choice in slot 3, with weapons that use different ammo.
Weapons use the ammo that is available in her backpack and her personal container. Weapons that use the same ammo type, share this pool. If no ammo is available for any slot, she will use her built-in melee weapon. Unused ammo in her personal container is moved to her backpack.
SKILL REQUIREMENTS:
The weapon system enforces skill requirements for weapons. If Brisa is not skilled enough for the weapon type that you have placed in a slot, a warning message will appear, and the weapon will be left untouched in the slot for the player to retrieve.
[Big Guns]
Minimum Skill Required: 35
Gatling Laser Required: 45
Launchers Required: 60
[Energy Weapons]
Minimum Skill Required: 35
Energy Rifles Required: 45
[Explosives]
Minimum Skill Required: 50
[Small Guns]
Minimum Skill Required: 10
Rifle skill Required: 25
Automatic Rifles: 35
[Melee Weapons]
Minimum Skill Required: 10
Sledge Skill Required: 35
SuperSledge Skill Required: 45
Katana Skill Required: 60
LOCKPICK:
Brisa can open locked containers and doors, if her effective skill is high enough, and you give her a bobby pin.
Lockpick skill: 70
Player Level: 18
Intelligence: 7
Locks picked: 100
Lockpick Books Read: 8
OTHER USEFUL INFORMATION:
If Brisa breaks a lock, it will appear as ‘Requires Key’ when the crosshair hovers over it because of a game engine limitation. However, its lock level will be set to a value that will allow tracking of its original Lock level, preserving it in the event that Brisa obtains the Infiltrator Ability, or the player obtains the Infiltrator Perk.
When you ask Brisa to pick a lock, she will attempt to stand in the same spot and face the same direction as the player did when activating the locked door or container, so move to the side after asking her to pick it. Due to navmesh or other issues, if she is not be able to reach this spot, a timeout will occur and she will perform the pick from where she is at and it will appear strange. Oh well.
MEDICINE:
If Brisa’s effective medicine skill is equal to or greater than the player’s, then she will be the primary care-giver, and her triage menu’s will be enabled. The whole point here is for her to be able to treat the player with medicines at HER skill level, rather than the Player applying medicine to his/herself at a lower level. That’s the thing about teamwork.
Brisa’s medical skill consists of five ranks, beginning when her skill reaches 25. Each rank has a skill level and ‘book rank’ requirement before it is granted. Book Ranks are incremented after every fourth Medicine book is read by Brisa. An additional HP restore bonus of (6 * Rank) is also applied whenever a Stimpak is used.
MEDICINE SKILL FEATURES:
Medicines: Stimpaks, Rad-X, and RadAway, will be applied to the Player with BRISA’s Medical skill, and the medicines run their default action with more effectiveness because her skill is greater.
Chems can be applied to the Player with less chance of addiction as rank increases. IMO, this isn’t very creative and I am open to suggestions for things that are cool, but not over-kill.
Brisa can synthesize her own addiction curing compound when she reaches the rank of SURGEON. You just have to give her the ingredients: Mentats, Nuka-cola Quantum, Detergent.
Medical outfits in her backpack or personal container give a 5 point bonus.
Brisa is not allowed to carry stimpaks and use them on herself. The animation is slow and it looks silly when an NPC is standing there, stimming themselves, while an enemy is firing on them point blank. Any meds in Brisa’s personal container are moved to her backpack and can be used in her medical triage menu. The player is responsible for keeping her healthy.
STIMPAK and CHEM USAGE:
Stimpaks and Chems are taken from Brisa’s backpack or from the Player, in that order. If a treatment choice is not shown in a menu, then the Chem is in use already, health is maxed out, or that item is not available.
MEDICINE SKILL RANKS: (I’m looking for feedback in making these ranks more meaningful)
RECOMENDATION:
Even though Brisa can become very good with the medicine skill, the Player should not neglect their own skill, and should carry a supply of stimpaks and chems in the event Brisa is disabled in combat.
SCIENCE:
Brisa can hack terminals, if her effective skill is high enough.
Science skill: 100
Player Level: 18
Intelligence: 7
Terminals Hacked: 50
Science Books Read: 8