Fallout NV - Breaking Old World Blues
I have the House Companion mod. Before starting Old World Blues I dismissed my other companions manually, so that they would go to the Lucky 38. I couldn't find House, he was in another cell, so I decided to just start the DLC. I figured the game would dismiss him, and he'd go to the Lucky 38. Nope.
House came with me.
For the sake experimenting, I decided to see what would happen if the think tank were to die, before the entire DLC happened. The player can't attack, but apparently, companions can.
Come to think of it, that might be why there isn't a proper companion in this DLC...
Accidentally got the achievement for completing the DLC, since this was my first time playing it on the computer.
If I enter the Think Tank's room at this point, I won't be able to move because of a scripted event that will never end, but I think it's impressive that the DLC didn't break out right.
Now, I've got to go back and do that properly... Only thing is, do I keep House for the DLC, or send him home? Or, at least, tell him to wait at the sink?
Other Videos By Ji'aska Coding
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2018-11-30 | NSV Progress - Menu Update, Day & Night Shaders |
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2018-11-24 | Side Project - Day and Night Cycle With Built In Lights |
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2018-11-06 | NSV Progress - Quest Update Prompts |
2018-11-05 | NSV Progress - Quest Log UI, WIP |
2018-11-01 | NSV Progress - Quests Update |
2018-10-15 | South Park FBW - Gender and Sexuality |
2018-10-15 | South Park FBW - Race and Ethnicity |
2018-10-14 | NSV Progress - Quest Logs Functional (Step 1) |
2018-10-08 | NSV Progress - Inventory Revamp (WIP.2) |
2018-10-08 | NSV Progress - Inventory Revamp (WIP.1) |
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2018-09-26 | Cutscene Issues |
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