I've mentioned on occasion that the prevailing opinion on making FONV companion-friendly involves modifying scripts, triggers, and such.
Some of you may wonder why I'm so resistant to this idea. Am I just being my usual contrary self; preferring to learn on my own rather than accept advice?
Well... yeah, partly. But there's another concern.
ttomwv has mentioned to me a few times about needing to fix this trigger or that door or what-have-you to get it working with companions, and I insisted on checking alternatives. Want to see why?
For those of you who have never used the NVGECK, this is the Strip:
This is only one section; between the Lucky 38, and Gomorrah.
See all that crap?
The blue boxes are Idle Markers - things that cause a patrolling or sandboxing NPC to play specified animations. Red X's are your standard Xmarkers: the normal target for patrol points, guard packages, moveto commands, and some dialog sets. Red squares with an arrow on one side are an Xmarkerheading - the same as an Xmarker, but with an addition command that the NPC face a specific direction while doing whatever it is. Then there are your trigger boxes that handle everything from fame setting to initializing audio to starting scripted events around you.
Here's a closer view:
Now, imagine you're looking for one trigger; one script attached to it, to change one line of code.
While there are certainly cases where modding scripts is the best idea... I prefer to stick with my usual less invasive methods, thanks.
Also bear in mind, this is one section of the strip. Not even a couple hundred yards square. There are literally thousands of markers and triggers throughout the Strip.
The irony being most don't even do anything useful; or that couldn't be easily handled by quest scripts instead of triggers. As I've said before: I really think they went out of their way to make this game as complicated as it could possibly be.
I have to wonder whether the devs at Obsidian had ever modded FO3; or whether they just started in on NV blind.