What? How was it not successful?
I have admittedly not played the game in ages, so I haven't tested it much in-game, but looking at Cassidy's first proto in F2se it seems like it is working. The only thing I saw was that the EMP value for the base proto was wrong. Killap must have missed that if you stamp an armor on a critter that already has 500 EMP protection, the extra 500 does not get added. You must do that manually.
It's obviously easier to just not equip the armors on the companions in the first place, and jut leave them in their inventory (like with Sulik), though that may not be desirable. Would probably work equip them with dcript on first map enter or something.
I haven't Played Fo2 RP in a while as well however i did play the final release 2.3.3 long ago and remembered that Cassidy's armor resistances beeing 0/0% while wearing Leather Armor. Although it was long ago so i might have my memories mixed up.
Truth told, I'm not exactly sure how this works. Does a companion jump to stage 1 when you enter the map / meet him the first time? Or does that happen on first level up?
Making them wear the armor on first map enter isn't a big issue.
Then, base proto keeps armor values, stage protos will get 0/0 and then it will / should work correctly?
Companion does *not* jump to level 1 on map enter it's not how the bug works.
Problem is armor stats (armor class and resistanceses and thresholds) on armor claded NPC don't get applied properly but only for *base proto* (it works fine for all subsequent level protos in classic Fo2). So for example while wearing Leather Armor without bonuses in *base* proto (the proto the game first time loads map with the npc in it) instead of getting 2/25% Npc ends with 0/0% wor all damage types. It's even worse when removing armor. although it displays 0/0% in inventory the actual numbers are negative. As a proof one could as i said switch armor to a better one, and resistaces one gets are a difference between armor equipped on first map enter with said npc and the current one.
for example Leather armor has 2/25% normal Metal Armor has 4/30% normal. When ordering to equip Metal armor on base level proto one does *not* get 4/30% but only 2/5% which is:
Metal Armor stats (4/30%) minus Leather Armor stats (2/25%) = 2/5% .
Edit2:
That is assuming NPC starts with Leather Armor.
/Edit2
*this* is only the case for *base* proto. Bug is gone on subsequent levels (which need to be obtainded normally via gaining exp. pts. and player levelup).
This is only for *base proto* of armor claded npcs. The ones with bonus written in proto and without armor clading, work fine. so I propose to only *leave* proto bonuses *as is* *only in base critter proto* as it's the only one where the bug exists. (or doesn't exist in Fo1in2 as the bonus proto values are there), and *remove* bonus *from subsequent level protos* (as in Fo1in2 Katja Ian and Tycho get double the armor benefits on all subsequent levels but not the base proto).
That's the way I see it. Simple, and get's the job done.
there are probably ways to fix it engine wise, however I'm not sure it can ever be done. It would probably require manipulating the engine, and this as we all know is not easy or may be impossible at all.
EDIT:
And how's the status on those player shared npc's perks not working?
Awareness would be cool on party members, and so would be night vision. However last time I checked few days ago, it didn't work.