May be a bit early to really announce that as imminent, but it's the next version, so yeah...
Anyhow, doing some scripting this afternoon; as the petulant whining accusing me of having that house mod pulled has already lost its amusement.
I keep forgetting how horrifically boring scripting is.
Still, I had a couple good ideas today that I felt bore inclusion into the test package.
1) I came up with a way to get the companions' hardcore mode to maintain compatibility with any overhaul mods you might be running. That is, if you run a mod that changes for example the dehydration rate; your companions will use the same rate you do, rather than the one from the vanilla game. This should at least help keep everything straight and even between your and your companions' needs.
2) I couldn't find any way to in-line increase the consumables' effects for NPCs in a way similar to how it works for the player. So, I copped out a bit and expanded to three sets of food/drink dialogue. One for Survival below 50; one for 50 to 75; one for 75+. That's the companion's Survival skill, not the player's. Item effectiveness will be determined on a per-companion basis; so companions with Survival tagged will get more benefit than ones without.
I also added almost-complete effects to the consumables -- I say almost complete, because there's little point in adding rads to an NPC since it isn't tracked for NPCs, and can't affect them anyway -- for example, Barrel Cactus fruit will reduce both hunger and thirst; but on the flip side, Pork 'n Beans will reduce hunger but increase thirst. The effects are again, the same for the player; so they won't be massive, but it will be something to keep in mind -- you won't want to be loading up on Pork 'n Beans and Potato Crisps if you and your companions are low of water and far from home.
The only exception is going to be Sunset Sarsaparilla and Nuka Cola -- they'll be coded to reduce companions' thirst similarly (but not as effectively) to water. It's pretty silly that neither drink in the base game quenches thirst; but I'm not out to overhaul the base HC system here, so we'll have to settle for companions acting right.
I also remembered to have the companion save the cap when you give them either soft drink.
I have to say, while certainly not my most advanced or impressive work, I am fairly pleased with how this is coming together.
Now, if I can just fight down the urge to add stripper-dancing to the sandbox packages for all female companions...