Fallout 4 Voiced Companion Mods

Fallout 4 Voiced Companion Mods 4,8/5 4301 reviews

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Some of you may remember me as the guy who made the

Elizabeth from Bioshock Infinite as your follower. Maybe it's the lighting, but it seems like the makeup etc is based more on her burial at sea look than the softer, more subtle makeup used in vanilla infinite (which I prefer) The black rather than brown hair probably also contributes to that. Below, we've run through some of the best companion mods available for Fallout 4 in 2019. All these buttons link back to Bethesda.net, where you can install the.

Sydney Follower mod for Fallout 3. I'm back for New Vegas, and I've got a few new companion mods to share.
For those in search of Fallout 2 nostalgia (or simply a mutant that doesn't scream and holler at ever opportunity), there's Marcus, the super mutant mayor of Jacobstown.
For those who want a chatty companion with lots of reactive dialogue and banter, there's Melissa Lewis; the Great Khan scout acting as a drug courier at Quarry Junction.
Recruit them by completing their respective missions and then making a decent case for them to join you.
Both are custom voiced, equipped with radios to locate them should they get lost, and grant unique perks among other features. Marcus can be used for the Yes-Man, NCR, and House storylines, while Melissa can be used with any faction so long as you don't piss off the Great Khans.Mods


Download Links:

http://www.newvegasnexus.com/downloads/file.php?id=37376
http://www.newvegasnexus.com/downloads/file.php?id=39675

Feedback in the form of compliments, constructive criticism, and content ideas are all appreciated and considered. New content will continue to be added to both, though I'll admit that Melissa's got easily twice as much content as Marcus and with far more potential to boot. Anyone who's done audio-splicing with vanilla voice-overs can probably understand the difficulty in working with only 100 lines or so.
Readmes for both mods can be found below.
Latest Marcus Update: 0.80 (1/8/2011)
- Tweaked a few dialogue lines and added more for variety's sake, including reactions to overburdens and stimming.
- Added a radio so that the player can issue combat commands and fix any 'vanishing acts' at their leisure. Ask him about it in dialogue.
- Added sandbox behavior, triggered either by a dialogue option OR by sitting down with him following.
- Added the ability to toggle his default weapons, for those who'd rather use something different.
- Fixed a few lines that were missing voiceovers.
- Changed firing behavior to match the latest patches; he now is teleported directly home unless you're already inside it.
- Added perks that give Marcus reasonable abilities based on his race - knockdown with melee weapons and tougher limbs.
- Modified F.E.V. Diplomacy's effect; it now gives you better discounts when buying, something that's a bit more useful than a bonus that quickly becomes obsolete.
- Added an actual reaction to the player advancing the storyline in the Legion's favor. He'll get pissed and leave, basically.

Last Melissa Update: 0.86 (2/3/2011)
- Started adding Cass banter.
- Added many more lines to her idle pvssyr line-up.
- Changed the Strip lines to work inside the Tops and Gomorrah casinos.
- Added Freeside, Novac, Jacobstown, and Quarry Junction idle pvssyr components.
- More inventory reaction dialogue and a few potential vanilla follower reactions.
- She now smokes if you have any cigarettes in her inventory.
- Added a few more idle animations, tweaked their frequency to be slightly less often.
- She no longer treats binoculars and cameras as weapons for the purposes of dialogue and drawing her own weapon.
- Switched the conditions on her swimming behavior to fix a few potential bugs.
- Now drops a lootable Hunting Rifle and all used upgrades upon death.

Marcus Companion Readme:
Spoiler
Name: Marcus Companion
Version: 0.80
Date: 1/8/2011
Category: Companions
Author: DRG6520
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TABLE OF CONTENTS
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1. Description & Features
2. Installation
3. Compatibility Concerns !!! PLEASE READ !!!
4. Known Issues
5. Version History
6. Uninstallation
7. Frequently Asked Questions
8. Future Plans / Modder's Musings
9. Contact Info
10. Credits
11. Disclaimers / Usage
12. Other Mods By Me
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1 Description & Features
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This mod allows you to recruit Marcus the Super Mutant, located at Jacobstown in Fallout New Vegas. Options to recruit him appear once you when you complete the quests 'Guess Who I Saw Today' and 'Unfriendly Persuasion.' It does not matter just HOW you finish those quests as long as you DON'T FAIL THEM. So you can let Keene leave, shoot up the mercs, whatever, but don't go attacking Jacobstown or murdering anyone. You must pass either a speech check or a barter check (of 50 each); both are infinitely repeateable like most skill checks in the vanilla game.
As a companion, Marcus features:
- Fully voiced dialogue, including new lines painstakingly spliced from Michael Dorn's cameo role in New Vegas.
- Full integration into the companion wheel.
- A minigun and the classic Fallout super sledge (provided courtesy of DaiShiHUN) as default weapons. Can be toggled via dialogue.
- A radio transceiver allows you to 'summon' him to you should he get lost. Ask him about it in dialogue after hiring him.
- Keeping him as a companion grants you the F.E.V. Diplomacy perk that gives you bonuses in price haggling when the hulking mutant is looming right behind you.
- Ability to define a custom home for Marcus to hang out at, as well as sandbox mode while waiting.
- Draws his weapon simultaneously with you while in aggressive mode, automatically drops into sandbox while you're sitting down, and can be explicitly told to hang out through dialogue.
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2 Installation
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1. Extract the contents of this archive. Copy the meshes, texture, and sound folders, plus 'drgNV - Marcus Companion.esp' into (install directory)fallout new vegasData. If it prompts you to overrite any files, do so.
2. Start FOMM, place a checkmark beside the 'drgNV - Marcus Companion.esp' file.
3. Play your game up to a point where you've completed 'Guess Who I Saw Today' and 'Unfriendly Persuasion', then talk to Marcus with 50 speech or barter.
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3 Compatibility Concerns
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As is obvious, any mod that changes Marcus' NPC record (such as AI changes, state & inventory changes, etc.) will NOT be compatible. However, any mod that simply replaces his default model and/or texture should be compatible without any outside tweaking required. If you are experiencing conflicts (as in, Marcus will not follow you properly despite being considered a companion), move 'drgNV - Marcus Companion.esp' farther down in FOMM so that it overwrites the changes from the conflicting mod.
Even if you THINK there's nothing that would conflict, please try moving my mod further down the list before you come filing a bug report. I've gone through all this before, and 99% of the time the problem is what's described above.
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4 Known Issues
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- He hasn't been integrated into any vanilla scripts such as casinos, Caesar's tent entrance, etc. mostly out of compatibility issues. Part of his script will force him to your position if he's not properly transitioning with you, which should squash a few potential issues -- Vault 22 comes to mind. Otherwise, there ARE going to be issues with him going into places he shouldn't for plot reasons (Caesar's tent, etc.) and carrying weapons into casinos until I figure out the best way to address this.
- Super mutant mouths animate horribly, ESPECIALLY with the lip sync generated by the Oblivion construction set. Try not to look too hard at his face.
- Passive / aggressive currently does nothing. This is an issue with the vanilla game, and if it is not addressed in a coming patch then I'll implement my own version of it.
- Marcus' minigun can be a bit glitchy in terms of graphics. This is a vanilla game bug, and can be temporarily corrected by switching his fighting styles or opening his inventory.
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5 Version History
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0.70 (11/14/2010)
- Initial Beta Release
0.71 (11/14/2010)
- Tweaked Marcus' running speed to match Lily's.
- Fixed a dialogue bug in the hiring sequence.
0.80 (1/8/2011)
- Tweaked a few dialogue lines and added more for variety's sake, including reactions to overburdens and stimming.
- Added a radio so that the player can issue combat commands and fix any 'vanishing acts' at their leisure. Ask him about it in dialogue.
- Added sandbox behavior, triggered either by a dialogue option OR by sitting down with him following.
- Added the ability to toggle his default weapons, for those who'd rather use something different.
- Fixed a few lines that were missing voiceovers.
- Changed firing behavior to match the latest patches; he now is teleported directly home unless you're already inside it.
- Added perks that give Marcus reasonable abilities based on his race - knockdown with melee weapons and tougher limbs.
- Modified F.E.V. Diplomacy's effect; it now gives you better discounts when buying, something that's a bit more useful than a bonus that quickly becomes obsolete.
- Added an actual reaction to the player advancing the storyline in the Legion's favor. He'll get pissed and leave, basically.
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6 Uninstallation
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1. Delete the ‘drgNV - Marcus Companion.esp’ from your fallout new vegasData folder.
2. Delete the 'drgNV - Marcus Companion.esp' FOLDER from your fallout new vegasDataSoundVoice folder.
3. Delete the 'drgNV' FOLDER from your fallout new vegasDataTextures folder.
4. Delete 'supersledgeCL.nif' from your fallout new vegasDataMeshesweapons2handmelee folder.
5. Delete the following textures from your fallout new vegasDatatexturesweapons2handmelee folder:
- 1stpersonsupersledgeCL.dds
- 1stpersonsupersledgeCL_n.dds
- supersledgeCL.dds
- supersledgeCL_n.dds
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7 Frequently Asked Questions
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If you have a particular problem, technical or otherwise, please consult this list before reporting it to the mod's discussion. I don't write this stuff for theraqeutical reasons; I do it to enlighten the user and offer solutions to common problems so that they don't have to wait for me to sporadically pop in and give an answer. That it also prevents headaches from answering the same, simple questions over and over and over again is just a bonus.
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Q: Where can I find Marcus?
A: He's located in Jacobstown, a small community of Super Mutants in the mountain that occupies the northwest corner of the map. He guards the entrance to town and will greet you upon arrival. Besides finding the town yourself, you will end up going there for the quests 'Ain't Nothing But a Hound Dog' and 'For Auld Lang Syne'. The first prerequisite quest is trigged by talking to Doctor Henry inside the lodge. The second is obtained from Marcus himself, and is often triggered the second time you bump into him.
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Q: I finished both of the quests required, but no dialogue options appear that will let me hire Marcus.
A: You must finish both quests SUCCESSFULLY, as in you cannot fail them (by killing key members of Jacobstown). Also, note that using the console to complete the quests will NOT work, because the script checks for a very specific quest stage that simply ending the quest will not account for. If you completed either quest with the console and have this problem, you may open up the console once more and enter:
SetStage 0013F405 100 ( if 'Guess Who I Saw Today')
SetStage 00148A34 100 ( if 'Unfriendly Persuation')
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Q: Okay, so the game says that Marcus is hired, the wheel pops up and everything, but he doesn't follow me. He just goes right back to Jacobstown where he usually stands.
A: Please read the Compatibility Concerns section. This is a very common oversight that mod users experience if they don't understand load order importance. Of course, most users probably can't even be bothered to read this, so you deserve a cookie if you experience this problem and actually read this section for a solution instead of reporting it as an issue.
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Q: The speech checks are too high for my character. Please lower them or let me get Marcus to join me without them.
A: If you're looking for a companion who mindlessly joins you within the first 10 seconds of meeting you, look elsewhere or deal with it. I make my mods with a specific vision in mind; to integrate them into the vanilla experience with as few seams as possible. That happens to entail a responsible character that does not just join up with you for [censored] and giggles. Had I the voice resources I would make it even harder, but I'm satisfied with the current method of doing everything you can for Jacobstown and THEN making a decent argument on what he has to gain by joining you.
At any rate, Party-Time Mentats and a Meeting People magazine go a LONG way in this game.
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Q: In case you didn't know, Marcus is actually from Fallout 2 and has a ton of dialogue there that you could use.
A: Yes, I did know, but no, that dialogue (a scant 70 lines) is not useable. At least in my opinion. It's too different in quality from his FNV records to the point that I think it'd be immersion breaking for him to alternate between the two sets.
~~~~~~~~
Q: Can you update Marcus' appearance to make him look better / more like his Fallout 2 appearance?
A: No, because that's beyond my skillset. Should someone else be up to the task (and surely there will be someone eventually..), any changes they make SHOULD be compatible with my mod.
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Q: Where do I find the radio?
A: The radio can be obtained by talking to Marcus in dialogue after hiring him. Ask about important stuff, and then pick the option about getting seperated.
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Q: Does this change the ending slides?
A: No. Although, there is a specific ending that plays if Marcus happens to die, which is far more likely to happen while he's in your company.
~~~~~~~~
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8 Future Plans / Modder's Musings
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Currently considering:
- Adding chem usage and combat commands to the radio.
- The ability to equip him with different, unique outfits. (restricted by my inexperience with modeling)
- Swapping out his minigun for a new, ugradeable weapon.
The truth is, there's really not much that I can find to do with him. As a creature, he lacks many of the luxuries of a simple human NPC, from tons of idle animations to customization and the ability to interact with objects. So a lot of features that people may have enjoyed from my Sydney Follower mod unfortunately have to go unused. On top of that, his role in FNV is really, really limited so not much can be done from a dialogue standpoint. His FO2 dialogue sounds far too different from his FNV role, and doesn't really help much in that department. If you have ideas to add to Marcus that are within a reasonable scope (bearing the dialogue and creature limitations in mind), do post them and I will consider adding them if I get the time.
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9 Contact Info
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You can reach me via PM on Fallout3/Dragon Age/TES Nexus via the username 'drg6525'. I also go by 'drg6520' on the Official gamesas forums, but I rarely visit there these days, so Nexus is your best bet.
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10 Credits
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DRG6520 ........ For the voice splicing, scripting, and dialogue.
DaiShiHUN ........ For the classic Fallout Super Sledge that Marcus wields with this mod installed.
Please be sure to endorse the original super sledge at this link if you like it: http://www.newvegasnexus.com/downloads/file.php?id=35553
Bethesda ........ For creating the all-powerful G.E.C.K.
Obsidian ........ For creating New Vegas, re-introducing Marcus into the franchise, and caring about companions.
Michael Dorn ........ For voicing Marcus.
Nexus ........ For hosting this mod, and making all management and downloading of mods simple, free, and convenient.
The Mod Users ........ For enjoying my work and giving me the motivation to continue modding.
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11 Disclaimers / Usage
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I do not claim to own Obsidian, Bethesda, Fallout: New Vegas, or the character of Marcus, as awesome as that would be.
You may do as you like with this mod, just don't go uploading it to other sites or claiming that it's your own. I'm not very strict about its usage, though if you plan on copying features, spliced voice edits, or any other content from this mod I would at least like to be credited for what you used. You are NOT required to contact me for permission -- I'll say yes anyway, so just go ahead and do whatever. I won't get mad.
Please keep in mind that the Super Sledge included is NOT mine, though DaiShiHUN has stated that he's cool with other people using his work, SO LONG AS THEY GET PROPER CREDIT.
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12 Other Mods By Me
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If you have enjoyed my work, then you might consider trying the following mods:
[For Fallout 3]
SYDNEY FOLLOWER
'Continue your partnership with Sydney the Relic Hunter past the end of 'Stealing Independence.' Features new dialogue, mini-quests, and a detailed companion ready to tear up the Wasteland with you. Lore-friendly, fully voiced and lip synced, with over 420 lines of dialogue added.'
http://www.fallout3nexus.com/downloads/file.php?id=9320

Melissa Companion Readme:
Spoiler
Name: Melissa Lewis Companion
Version: 0.86
Date: 2/1/2011
Category: Companions
Author: DRG6520
Tired of the NCR's aggressive expansion in the Mojave? Wish your pals wouldn't wimp out at the idea of helping the Legion? Melissa the Great Khan scout would be happy to throw in with you once you've helped her out at Quarry Junction.
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TABLE OF CONTENTS
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1. Description & Features
2. Installation
3. Compatibility Concerns
4. FAQ
5. Known Issues
6. Version History
7. Uninstallation
8. Contact Info
9. Credits
10. Disclaimers / Usage
11. Other Mods By Me
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1 Description & Features
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In a nutshell, this companion mod features:
- Fully voiced and lip-synced dialogue.
- Full companion wheel integration, in addition to the standard stealthing/overburdened comments, etc.
- Optional sandbox mode waiting.
- Toggleable unlimited ammo and upgradeable* default weapon (just place the appropriate hunting rifle mods in her inventory).
- Provides the Khan Survivalist perk when hired, reducing the rads in edible items and providing additional poison resistance.
- Can be sent back to Red Rock Canyon, the Lucky 38 Suite, or any custom home of your choosing.
- Can be given one of 12 different hairstyles in-game via dialogue without the need to use the G.E.C.K. (20 with the optional Lings add-on).
- Reactive features; sits when you do, draws her gun when you do, strips down when swimming, and fidgets while standing around.
- Actively comments on the locations you visit, some of your actions, and some of the items you give her.
- NPC interaction; she'll flip off and cuss out NCR troops, some generic NPC's react to her presence, and she can banter with Veronica or Cass.
- A radio to summon her should she get lost.
- Out-of-the-box compatibility with NV:Redesigned and other mods that change the original Melissa's appearance, though with some exceptions.
Melissa is my second companion mod for Fallout New Vegas, and my third for Fallout in general. Admittedly my decision to companion-ize her wasn't so much about her personality like it was with Sydney, but do I like her voice and wanted to help balance out the NCR-to-Legion follower ratio.
Based on feedback from my Sydney Follower mod, the most popular aspects were adherence to character and idle dialogue that she initiated on her own, so that's what I sought to focus on. I'm a big fan of Cass's commenting on the locations you visit, and so I decided to try and replicate that. Although, I wasn't too fond of how the script filters made her speak the same 7 out of 100ish lines 90% of the time, so Melissa's pvssyr uses tighter conditions (no generic lines indoors for one) to fix the redundancy. Should you grow tired of hearing her, a handy option exists to turn the feature off. Unfortunately, Zo? Bell's accent isn't wholly consistent across the multiple characters I drew voiceovers from, so there are moments where Melissa slips in-and-out of a thick New Zealand accent (mostly in the idle dialogue). This was unavoidable if I wanted to create anything substantial, but I tried to minimize the amount of jarring this creates. You can easily tell it's the same voice actress at any rate.
She'll support you through all main story paths. She definitely hates the NCR, but the only restriction is that she will leave if your reputation with the Great Khans becomes villified. This way, it's still possible for her to be with you on a pro-NCR playthrough, as the result of what you need to do to keep your Khan rep up in that questline will handily address any issues of her working for them.
* By default, weapon mods don't work for companions, so this is a rather significant feature if you actually want to see extended mags, a scope, etc. on her weapon.
Future Plans:
- More NPC interaction
- More reacts, particularly for items in her inventory.
- Possible (repeatable) mini-quests to help her in drug runs, rendezvous with runners for vital info, and overall contribute to the Great Khan cause.
- Rework the hiring sequence with a longer dialogue and more options.
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2 Installation
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1. Extract the contents of this archive. Copy the sound folder, meshes folder, and 'drgNV - Melissa Companion.esm' from the Data folder into (install directory)fallout new vegasData. If it prompts you to overrite any files, do so.
2. Browse the Optional Files folder and see if there's anything you want to add. Chances are you'll want to install the Recruitment Fix if you've already finished Melissa's quest and can't find her for some odd reason. To add an optional plugin, just copy it directly into your Fallout New Vegas data folder.
3. Start FOMM, place a checkmark beside the 'drgNV - Melissa Companion.esm', as well as any optional plugins.
3. Travel to the Great Khan encampment that overlooks Quarry Junction (be warned, there ARE deathclaws on the way there). Complete Melissa's vanilla quest 'Don't Make a Beggar Out of Me' and then new options will appear for you to recruit her. You either need a REALLY good rep with the Great Khans, one of the women seduction perks, or a high speech skill.
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3 Compatibility Concerns
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The Melissa that you have traveling with you is NOT the same one you meet in Quarry Junction, technically. This is to ensure compatibility with mods such as New Vegas Redesigned. As such, if you want to change her face, modify the original Melissa (QJMelissa).
There is one caveat I should mention. Any mods that change Melissa's race from HispanicRaider to something else will NOT be compatible, and any changes to the HispanicRaider race (besides simple texture/model changes without an *.esp) will NOT show up. This is because of the way that the hairstyle feature works -- it's 12 duplicates of the original race, just with different hairstyle properties. If you're experienced with the G.E.C.K. then feel free to modify her custom races to match your mod changes, but I warn you that it's a tedious process.
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4 F.A.Q.
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I'll fill this up with more later, depending on what kind of feedback I get from the mod.
Q: Where is Melissa? I've never met her before..
A: Melissa is located in the Great Khan Encampment that overlooks Quarry Junction. It's a bit tricky, so I recommend consulting the wiki (http://fallout.wikia.com/wiki/Great_Khan_encampment) to find it. Be warned; most of the routes contain deathclaws. Once you're there, Melissa will give you a quest 'Don't Make a Beggar Out of Me' if you aren't hated by the Great Khans. Complete it by giving her the chemicals and new dialogue options will show up to recruit her.
Q: I can't find Melissa, and I did the quest ages ago. What gives?
A: I don't know, to be honest. She could be dead, simply missing, or out taking a Sarsaparilla break for all we know. At any rate, install the option 'drgNV - Melissa Companion (Recruitment Fix).esp' from the optional plugins folder. It will automatically run once you boot up the game and fix all of those nasty problems you could be having.
Q: The dialogue to hire her won't show up, but I've completed the quest.
A: Do note that you're not supposed to screw her over in that quest if you want to score. You MUST give her the chems. If for some reason you did not but still want to try her out, try the same recruitment fix I posted above to fix that detail (in her mind, at least).
Q: Where do I find Melissa's radio?
A: Ask her about it in dialogue -- it's under the 'I wanted to talk to you about something.' menu. Afterwards, you can find it in your inventory under apparel, where you equip it and exit the Pipboy menu to activate. (You can also hotkey it if you like).
Q: Melissa's stuck with a permanent O-face after smoking.
A: It's a bug with the original game. Fixing it, oddly enough, is as simply as dropping into sneak mode with her; that fixes any odd face-freezing problems resulting.
Q: Why did you make it so that she leaves?!
A: Would you want to hang out with someone who you knew to be hostile towards your family and closest friends, going as far as to sabotage the businesses they need to scraqe by and even KILLING them? If you want someone who mindlessly follows you without question, please look elsewhere. I make my companions with a specific vision in mind, and that entails a somewhat responsible character. Besides, if you hate the Great Khans so much, why are you willing to travel with one?
Q: She responds to guys AND girls? Wow, never seen THAT before.. ::eyeroll::
A: It's not about my personal preferences, but about expanding the options at the player's disposal. It's a mod, and both the perk and the dialogue are optional. Making her receptive to both sixes is almost no extra work on my part and broadens the appeal.
Q: Your mod svcks. I could never imagine Melissa joining the Courier in such a contrived fashion and there's no way she'd ever act like that!
A: Sorry you feel that way (though I honestly think her joining you is no more contrived than Veronica, Boone, Lily, and Arcade suddenly dropping what they're doing to help you out). I make every effort possible to adhere to the original character and make hiring them a bit of a challenge (hence why you need to gain her trust by helping her fulfill her job, then convince her), but that doesn't always work out when I'm constrained by what I can find in the original voice acting. If there's something that REALLY bothers you about the content I've put into this, feel free to say something and I'll try to address it.
Q: Melissa is ugly. Please change her face to make her look human/smexy/hawt/realistic/etc.
A: No, because that would entail modifying the original Melissa, and that's a strict no-no in my design goal. Besides which, I haven't actually decided on how I want my version of her to look yet; once I'm satisfied I might upload it. If you hate her default face, I suggest you try using New Vegas Redesigned. Otherwise, feel free to open the G.E.C.K. and change the face yourself. Just load up FalloutNV.esm and find the character QJMelissa. Also, an optional Lings hairstyle plugin is included should you want to pair those with the face of your choosing.
Q: You think Melissa is ugly!
A: Not really, I'm just trying to cover my bases with the above response. I actually don't have much of a problem with her default appearance, but I know many would, and I really don't want to deal with the annoying requests to beautify her and such.
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5 Technical Issues
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Currently Known Issues:
- Everything that can be observed in the default companions.
- She's not integrated into any vanilla scripts for compatibility reasons, so you'll run into issues where she keeps her weapons in casinos, can go into Caesar's tent, etc.
- Sometimes she looks a bit awkward when walking, due to some of the idle animations she randomly cycles through.
- If you interrupt her smoking habits with dialogue, she can get stuck with a permanent o-face. To fix this, drop into sneak mode with her, and it's instantly fixed.
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6 Version History
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0.70 (1/16/2011)
- Initial Release
0.72 (1/20/2011)
- Added the recruitment fix as an optional download.
- Added a new greeting to pre-recruitment Melissa to squash a potential source of conflict.
- Slightly adjusted the frequency of her holster-weapon and sit-down comments.
- Fixed an issue where she would still have her weapon drawn when fired.
- Fixed an issue where she'd still respond amiably after leaving you because of your Great Khan reputation.
- Added support for the Ferocious Loyalty perk.
- Added a few more reaction lines to her dialogue.
0.86 (2/3/2011)
- Started adding Cass banter.
- Added many more lines to her idle pvssyr line-up.
- Changed the Strip lines to work inside the Tops and Gomorrah casinos.
- Added Freeside, Novac, Jacobstown, and Quarry Junction idle pvssyr components.
- More inventory reaction dialogue and a few potential vanilla follower reactions.
- She now smokes if you have any cigarettes in her inventory.
- Added a few more idle animations, tweaked their frequency to be slightly less often.
- She no longer treats binoculars and cameras as weapons for the purposes of dialogue and drawing her own weapon.
- Switched the conditions on her swimming behavior to fix a few potential bugs.
- Now drops a lootable Hunting Rifle and all used upgrades upon death.
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7 Uninstallation
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1. Delete ‘drgNV - Melissa Companion.esm’ from your fallout new vegasData folder.
2. Delete the 'drgNV - Melissa Companion.esm' FOLDER from your fallout new vegasDataSoundVoice folder.
3. Delete the 'drgNVMelissa' FOLDER from your fallout new vegasDataMeshes folder.
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8 Contact Info
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You can reach me via PM on Fallout3/Dragon Age/TES/New Vegas Nexus via the username 'drg6525'. I also go by 'drg6520' on the Official gamesas forums, but I rarely visit there these days, so Nexus is your best bet.
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9 Credits
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DRG6520 ........ For the concept, scripting, voiceover editing, and dialogue.
Zo? Bell ........ For voicing Melissa.
Bethesda ........ For creating the all-powerful G.E.C.K.
Obsidian ........ For creating New Vegas, actually caring about companions, and the character of Melissa.
New Vegas Nexus ........ For hosting this mod, and making all management and downloading of mods simple and convenient.
The Mod Users ........ For enjoying my work and giving me the motivation to continue modding.
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10 Disclaimers / Usage
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I do not claim to own Obsidian, Bethesda, Fallout: New Vegas, or the character of Melissa.
You may do as you like with this mod. I'm not very strict about its usage, though if you plan on copying features, dialogue, or any other content from this mod I would at least like to be credited for what you used. You are NOT required to contact me for permission -- I'll say yes anyway, so just go ahead and do whatever. I won't get mad.
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11 Other Mods By Me
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If you have enjoyed my work, then you might consider trying my other mods:
[For Fallout 3]
SYDNEY FOLLOWER
'Continue your partnership with Sydney the Relic Hunter past the end of 'Stealing Independence.' Features new dialogue, mini-quests, and a detailed companion ready to tear up the Wasteland with you. Lore-friendly, fully voiced and lip synced, with over 420 lines of dialogue added.'
http://www.fallout3nexus.com/downloads/file.php?id=9320
[For Fallout: New Vegas]
MARCUS COMPANION
'Fallout 2's Marcus makes a return as a full-fledged companion, ready to assist the Courier in taking down the forces of Caesar's Legion and changing the face of New Vegas for years to come.'
http://www.newvegasnexus.com/downloads/file.php?id=37376

This may surprise some people (considering that the game€™s only been out for a few weeks), but there€™s already hundreds of PC mods out there that make Fallout 4 even better. Some of them improve the texture quality or add extra details to the environment, some add extra characters and quests, and some even fix gameplay issues that were originally ignored by Bethesda. Then.. there are the other mods, the ones that make all the characters naked, or give all the female characters massive boobs. Though these are made for a very specific audience (*cough* teenage boys *cough*), there€™s no denying that they do help make Fallout a sexier place to explore. Of course, Fallout isn€™t meant to be sexy, and in some instances these mods do somewhat spoil the atmosphere of the game, but if you€™re just looking for something to spice up your adventures then these are the mods for you. If you€™re sick and tired of spending all your time in the company of radiated mutants, ghouls and all the other toothless cannibals of the wasteland, here are 12 mods that make Fallout 4 way more steamy than you ever thought possible.

12. Full Female Nude Mod

Creator: Art-of-the-body I doubt this one really needs much explanation, the title€™s a bit of a giveaway. Fallout 4 Full Female Nude Mod does exactly what it says on the tin: it removes preset underwear from female characters rendering them completely naked. If you€™ve ever wanted to know what it€™s like to run around the wasteland in nothing but your birthday suit, then this is the mod for you. Without going into too much detail, it€™s pretty thorough in its articulation of the female form, so much so that everything you€™d expect to be there has been included. It really is the genuine experience. (Download)
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