The Companion Limit

Post » Wed May 04, 2011 2:10 am

I'm not sure now because of sort of a contradicting image in the X-Play "New Features" New Vegas video at 1:17 which states "This affects your... Barter-Speech-Companion-Nerve"
Thoughts?
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alyssa ALYSSA
 
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Post » Wed May 04, 2011 5:08 am

I'm not sure now because of sort of a contradicting image in the X-Play "New Features" New Vegas video at 1:17 which states "This affects your... Barter-Speech-Companion-Nerve"
Thoughts?

well I know that Nerve is based on charisma and it affects your companions. I'm 99% sure that you can have one human/ghoul/supermutant and one non-human companion.
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Heather Kush
 
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Post » Wed May 04, 2011 7:26 am

What about the companion glitch?

You think they fixed it?

Best exploit ever!
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Vicky Keeler
 
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Post » Wed May 04, 2011 4:10 am

Well the reason I'm skeptical is because companion and nerve are separate, idk maybe I'm making mountains out of mole hills. I'd like to see a Charisma affected companion limit again.
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Katie Samuel
 
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Post » Wed May 04, 2011 3:39 pm

http://forums.somethingawful.com/showthread.php?threadid=3314132&userid=17931&perpage=40&pagenumber=4#post382925068

Sawyer confirmed that it's a limitation of the consoles.
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phillip crookes
 
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Post » Wed May 04, 2011 3:54 am

Well excuse my following rant but if it's nothing but a memory limit problem then why the [censored][censored] would the one humanoid and one non-humanoid limit be imposed on us? Why not let us choose 2 humanoids or two non-humanoids? It seems imbecilic .
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Ron
 
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Post » Wed May 04, 2011 5:56 am

Im probly just going to console command my camponions after the first playthrough and set them to unconscious thing as in unkillble or w/e.
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Elizabeth Falvey
 
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Post » Wed May 04, 2011 5:03 pm

Im probly just going to console command my camponions after the first playthrough and set them to unconscious thing as in unkillble or w/e.

I remember reading that permanent companions cannot permanently die.
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Laura Richards
 
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Post » Wed May 04, 2011 7:34 am

I remember reading that permanent companions cannot permanently die.


Oh thats awesome imo.
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steve brewin
 
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Post » Wed May 04, 2011 6:06 am

http://forums.somethingawful.com/showthread.php?threadid=3314132&userid=17931&perpage=40&pagenumber=4#post382925068

Sawyer confirmed that it's a limitation of the consoles.



A limitation we PC players and modders will probably circumvent shortly after the NVGECK is available to us. :P
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Rhysa Hughes
 
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Post » Wed May 04, 2011 4:20 pm

No it is talking about the new companion-based stat called nerve. The higher your charisma the higher your nerve. The higher nerve the more willing your companions are to fight. It is confirmed that we can have one humanoid and one non-humanoid companion at one time. That is all.
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Tarka
 
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Post » Wed May 04, 2011 4:57 pm

A limitation we PC players and modders will probably circumvent shortly after the NVGECK is available to us. :P


Yes!


But for the consoles: Still a stupid limit. And I agree you should have a choice about the composition of your team of two. That always bugged me when I played FO3 on the 360.
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elliot mudd
 
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Post » Wed May 04, 2011 11:32 am

I remember reading that permanent companions cannot permanently die.

Not true.
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Bloomer
 
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Post » Wed May 04, 2011 12:03 pm

Not true.


Dang, well looks like im back to my console command then.
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Jonny
 
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Post » Wed May 04, 2011 5:28 am

Honestly there's no need for more. New Vegas will hopefully be a bit more challenging, but even then it probably won't get a lot harder than FO3 which isn't saying much for the final levels.
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Christie Mitchell
 
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Post » Wed May 04, 2011 3:49 am

Yes!


But for the consoles: Still a stupid limit. And I agree you should have a choice about the composition of your team of two. That always bugged me when I played FO3 on the 360.


The limitation on consoles is mainly due to RAM limitations. I remember reading somewhere recently that Sawyer companion AI apparently eats up a LOT of RAM. A problem for the consoles, but not for us, as Sawyer also jested elsewhere that such things are not a concern for PC players. ;)
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Andrea P
 
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Post » Wed May 04, 2011 10:44 am

Not true.

I remember it was confirmed by one of the devs.
If not, then where did they say that companions can permanently die?
Give me some proof, if you want proof than either search it up, or wait for release.
I don't see why companions couldn't be immortal, it wouldn't make sense to let them permanently die (As this was a major complaint for F3), and they are technically not NPCs, they are controlled by the player.
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Céline Rémy
 
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Post » Wed May 04, 2011 4:58 am

I remember it was confirmed by one of the devs.
If not, then where did they say that companions can permanently die?
Give me some proof, if you want proof than either search it up, or wait for release.
I don't see why companions couldn't be immortal, it wouldn't make sense to let them permanently die (As this was a major complaint for F3), and they are technically not NPCs, they are controlled by the player.

Why would they be. I seiriously doubt the devs, who were making this game much more difficult, would make every compnion immortal. They were already to powerful in FO3. I have no proof but then again neither do you.
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how solid
 
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Post » Wed May 04, 2011 6:43 am

Why would they be. I seiriously doubt the devs, who were making this game much more difficult, would make every compnion immortal. They were already to powerful in FO3. I have no proof but then again neither do you.

Yeah they were over-powered in F3, but only with Broken Steel.
Vanilla game, they died like Dracula at the end of every Castlevania game.
So why not make them just as weak, but with immortality, so that it isn't annoying.
Imagine that you do all the quests for a companion, and then they just die in an unfortunate accident.
Auto-saving at checkpoints, mid-game, is confirmed in the X-Play walkthrough. The game saved at a pivotal point, not at a door, but in the middle of a room.
So you could, in theory, waste tens of hours obtaining a companions' best armor, then have them die, and have the game save moments later, then be screwed.
It makes no sense for the companions to be able to die, have you forgotten that they are a major focus in New Vegas?
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Tania Bunic
 
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Post » Wed May 04, 2011 11:17 am

Yeah they were over-powered in F3, but only with Broken Steel.
Vanilla game, they died like Dracula at the end of every Castlevania game.
So why not make them just as weak, but with immortality, so that it isn't annoying.
Imagine that you do all the quests for a companion, and then they just die in an unfortunate accident.
Auto-saving at checkpoints, mid-game, is confirmed in the X-Play walkthrough. The game saved at a pivotal point, not at a door, but in the middle of a room.
So you could, in theory, waste tens of hours obtaining a companions' best armor, then have them die, and have the game save moments later, then be screwed.
It makes no sense for the companions to be able to die, have you forgotten that they are a major focus in New Vegas?

How would they be weak but immortal. I think it could be an option for people who don't want to worry about it, but I feel it would unbalance the game.
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Manuel rivera
 
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Post » Wed May 04, 2011 5:33 am

How would they be weak but immortal. I think it could be an option for people who don't want to worry about it, but I feel it would unbalance the game.

As in, they would have low statistics, and die just as easily as F3, but after a (Approx) 1.5 minutes death, they would wake up at 1/4 life.
Maybe they die permanently in hardcoe?
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Cayal
 
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Post » Wed May 04, 2011 6:18 pm

I'm getting Raul
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sw1ss
 
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Post » Wed May 04, 2011 7:48 pm

http://forums.somethingawful.com/showthread.php?threadid=3314132&userid=17931&perpage=40&pagenumber=4#post382925068

Sawyer confirmed that it's a limitation of the consoles.


Great link, :kudos: for you!
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OJY
 
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Post » Wed May 04, 2011 5:24 am

Anyway to the rest of the guys complaining about whether or not companions die. They die in hard cored, and they go to unconscious in normal. inb4"proveit". if you think im wrong, copy this post and put it in a notebook.
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jason worrell
 
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