Do the Companions use custom code or something? I ported this and the main mod to TTW 2.9.4b, and having the Companions mod enabled breaks all pathfinding. Great job, by the way. Works fantastic in FO3. Just curious what you think could be the cause of broken pathfinding in TTW.
In the mod description : "adds vendors to the abandoned shops to buy stuff". The problem is some of them are not abandoned and the mutants you have disabled prevent the mutants killing quest to finish properly. You should use other buildings for your merchants and enable again the muties.
I have to say, as i grew up in Alton for the first 18 years of my life, going back and seeing all the places I ran around in a game that I absolutely love is fantastic!
Interesting, I will keep an eye on this Regarding the companions for Alton, I seem to remember the author of Alton saying the navmesh wasn't really properly done for companions. I also remember the companions I brought to Alton would sometimes get stuck in the path even though there is no obstacles blocking them.
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you are not the only 1
P.S. do you have a rough release date for the "coming soon part" ?
Thanks for the lightning-quick answer !