ffpp kudos posts To anyone who takes Lucy with him and has her stuck in Oasis:
There is an easy fix to this. The main entrance door to Oasis uses a script that will let the player and all vanilla companions walk out again. But this script *needs* to be edited in order to do the same for custom made companions, too. (I'm actually surprised that this hasn't been noticed already). I could upload this as a fix.
To fix it manually, you have to open the Fallout3.esm in the G.E.C.K. and edit the OasisMainDoorScript and there just add two lines near the end to make it look like this:
2 comments
To anyone who takes Lucy with him and has her stuck in Oasis:
There is an easy fix to this. The main entrance door to Oasis uses a script that will let the player and all vanilla companions walk out again. But this script *needs* to be edited in order to do the same for custom made companions, too.
(I'm actually surprised that this hasn't been noticed already). I could upload this as a fix.
To fix it manually, you have to open the Fallout3.esm in the G.E.C.K. and edit the OasisMainDoorScript and there just add two lines near the end to make it look like this:
ScriptName OasisMainDoorScript
Begin OnActivate
if ( IsActionRef Player == 1 )
Activate
elseif ( IsActionRef CharonRef == 1 )
Activate
elseif ( IsActionRef DogmeatRef == 1 )
Activate
elseif ( IsActionRef ButchRef == 1 )
Activate
elseif ( IsActionRef CloverRef == 1 )
Activate
elseif ( IsActionRef JerichoRef == 1 )
Activate
elseif ( IsActionRef MQ08FawkesRef == 1 )
Activate
elseif ( IsActionRef RL3REF == 1 )
Activate
elseif ( IsActionRef StarPaladinCrossRef == 1 )
Activate
elseif ( IsActionRef MS10BirchRef == 1 )
Activate
elseif ( IsActionRef MS10MapleRef == 1 )
Activate
elseif ( IsActionRef 00003b5b == 1 )
Activate
else
; do nothing
endif
End
As you can see, the vanilla companions are included there, all I did was to include the last entry with Lucy's reference-ID (00003b5b).
Then save the change as a new .esp file and load it just like any other mod.
Cheers.