Adds a quest which automatically moves any currently hired, not waiting companions to your location when ever you enter/exit a building, Fast Travel, or move through a load area. Fixes "disappeared"/missing companions. Only works for base game companions.
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Ever have a companion just sort of wander off, never to return? You're out exploring the Capital Wasteland when suddenly you realize that you haven't seen, say, Dogmeat in a while. You enter a nearby building or perhaps Fast Travel in the hopes that he'll show up again, but no luck. Dogmeat (or whoever it is) stays blithely and stubbornly missing. Your best hope is to start a DLC that automatically fires your companions and go retrieve them later, and sometimes that won't work. At that point, your only remaining choice is to use console commands to bring your companion to you directly.
I had just such a moment in my own playthrough earlier, and it occurred to me that, rather than having to use console commands, it shouldn't be that hard to make up something which automatically detects when any of your companions fail to follow you through a door or into another location when they otherwise should, and which also corrects the issue. A little bit of scripting and presto, one quest which does just that.
This mod adds a quest (actually two, for lower processing usage) which triggers whenever you Fast Travel, enter/exit an interior, change areas, or anything that causes you to see a loading screen. After the loading screen goes away, the quest will check to see what companions are currently hired and not waiting. If those companions are not in the same cell as you, they will be moved to your location. In general, this means that no matter what your current companions will stick with you, and at most will disappear until the next time you Fast Travel/etc.
MOD COMPATIBILITY
This mod is only set up to deal with the companions who exist in the base, unmodified game, to whit: Butch, Clover, Cross, Dogmeat, Fawkes, Jericho, and RL-3. It will not do anything for mod-added companions.
This mod does not alter any of the base game companions directly. As such it should be compatible with any mods which do.
Finally, this mod is fully compatible with mods which let you have unlimited companions at the same time, and will check for as many companions as are currently hired.