To anyone who wants to recruit Betsy while having Rex and/or ED-E in your party, you can use FNVEdit to modify several scripts within the ESP. Here's how you do it:
After loading up "lexx_brahmin-betsy.esp" in FNVEdit, expand the Script header and the first script to modify is the "BetsyTheBrahminScript". Inside, you'll find an if-statement "if bBetsyHiredsetup == 1", and nested within is another if-statement that checks if Rex or ED-E is a companion. Delete everything in the nested if-statement except for the second conditional (the bigger block of code). The script should look like this:
Next, you will need to edit multiple scripts and delete any line of code that contains the variable "VNPCFollowers.bCritterInParty". This variable tracks whether you have a critter companion (Rex or ED-E) in your party so that you cannot hire more than one critter in the vanilla game. Deleting this variable ensures that it does not get modified by Betsy at all and should prevent issues recruiting Rex or ED-E. If you have an unlimited companions mod (i.e. JIP CCC) this theoretically shouldn't be an issue but this hasn't been the case for me. The scripts that contain this variable are:
BetsyTheBrahminScript (in the 2nd conditional shown above)
BetsyFollowerQuestScript
LexxBetsyCompanionFireQuestSCRIPT
LexxBetsyQuestStagesScript
After you've modified the scripts, the script pane should look like this (note the bolded names and the line count for each modified script):
Finally, save the modified plugin, load into your game, and recruit Betsy like you normally would. If you're recruiting her for the first time and have a critter companion in the party, you will get a pop-up saying that you cannot recruit her. Ignore it - just open Betsy's dialogue and the option to recruit her should be there, regardless. HOWEVER, you must have Rex/ED-E in your party before you recruit Betsy for it to work. If you try recruiting Rex/ED-E with Betsy in your party, they will not join your party because of Betsy.
I can't figure out how to get Betsy. The dude who owns her tells me I can purchase her for 500 caps, but there is no purchase dialogue, so he's lying. How do I get her?
same problem here: there is no purchase dialogue with Kevin after i asked him how much it costs. I thought the problem was i had ED-E with me so i reload, dismiss ED-E and come back to Freeside Gate. Again, no purchase dialogue. I merged this mod with all the uncut series mods except Freeside Open, maybe that's the culprit
Audio lines are too loud and clip constantly. vanilla dialogue is normalized with peaks at about -4db so it's wise to normalize at that standard. Goes a long way making original voice lines blend into the game and sound more natural and less like a audio file. I went a ahead and did it myself in audacity.
Dunno, but I'd like to know if this mod'll work with Follower Formula Redone [both NV and TTW versions by the way]. I feel like Charisma's dump stat status's undeserved in my opinion due to how Charisma works in Fallout 2 [Follower Formula Redone uses that same formula regarding companions just like Fallout 2].
So, people mentioned this mod works with Freeside Open, but what about Simple Freeside Open? Off topic, am I the only one who thinks Biggest Little City in the World [theme for New Reno from Fallout 2 by the way] would fit Freeside thematically?
A bit late, but I tested it with Simple Freeside Open and Tom Dooley spawns in Freeside where he's supposed to spawn. I'd have to do further testing to see if it works completely but I assume it will.
Nice. That helps me a lot. Definitely gonna use em together in my modlist now. Thank you. But another question, will these mods work on TTW as well? A simple yes or no'll suffice.
Edit: Simple Open Freeside and If it wasn't for Betsy Remastered I mean. Just felt the need to clarify which mods I'm talking about using with TTW in this comment.
First of all, the mod is incredible. It appears small at first, but it has so many little details and options, just love it.
Second, for those who are NOT using Freeside Open kind of mods and experiencing Dooley's missing, I've made this fixed version (I repeat, ONLY if you're not using any kind of iterations of Freeside Open). Besides fixing Dooley's being gone, it also fixes the bug that prevented you from completing this quest with "NCR disguise" option, makes sure you have access to the Lamp and Radio no matter the outcome of the quest, and prevents Betsy from being involved in combat. Here's the file https://www.moddb.com/mods/duskills-needful-things/downloads/new-vegas-uncut-betsy-the-brahmin-remastered-fixed-and-upgraded
Also, it might not work if you're using the save with the mod already being installed, so I advice to reload a save before it with this esp/sound fix applied.
Was in the process of fixing it myself, thanks for this.
Edit: installed midsave, had to TCL through the gate, walk to Dooley's freeside open spawn select him, then gate to correct spot, then "moveto player" he then walks to his spot, and everything finished correctly after. Good to know next play-through will be perfect :)
i have a request,can you make a alternate version where betsy is found in goodsprings instead?this mod is amazing but this is the one thing i disliked as it would force me to rush and get to freeside as soon as possible instead of playing normmaly and exploring with each new playthrough.
Canonically she was supposed to be found exactly where you find her outside Freeside, as well as Ken Hargrove. Why do you need to rush to get to her? Just rush to Novac and keep your items there...
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After loading up "lexx_brahmin-betsy.esp" in FNVEdit, expand the Script header and the first script to modify is the "BetsyTheBrahminScript". Inside, you'll find an if-statement "if bBetsyHiredsetup == 1", and nested within is another if-statement that checks if Rex or ED-E is a companion. Delete everything in the nested if-statement except for the second conditional (the bigger block of code). The script should look like this:
Next, you will need to edit multiple scripts and delete any line of code that contains the variable "VNPCFollowers.bCritterInParty". This variable tracks whether you have a critter companion (Rex or ED-E) in your party so that you cannot hire more than one critter in the vanilla game. Deleting this variable ensures that it does not get modified by Betsy at all and should prevent issues recruiting Rex or ED-E. If you have an unlimited companions mod (i.e. JIP CCC) this theoretically shouldn't be an issue but this hasn't been the case for me. The scripts that contain this variable are:
After you've modified the scripts, the script pane should look like this (note the bolded names and the line count for each modified script):
Finally, save the modified plugin, load into your game, and recruit Betsy like you normally would. If you're recruiting her for the first time and have a critter companion in the party, you will get a pop-up saying that you cannot recruit her. Ignore it - just open Betsy's dialogue and the option to recruit her should be there, regardless. HOWEVER, you must have Rex/ED-E in your party before you recruit Betsy for it to work. If you try recruiting Rex/ED-E with Betsy in your party, they will not join your party because of Betsy.
Hope this helps!
I went a ahead and did it myself in audacity.
Edit: Simple Open Freeside and If it wasn't for Betsy Remastered I mean. Just felt the need to clarify which mods I'm talking about using with TTW in this comment.
Second, for those who are NOT using Freeside Open kind of mods and experiencing Dooley's missing, I've made this fixed version (I repeat, ONLY if you're not using any kind of iterations of Freeside Open).
Besides fixing Dooley's being gone, it also fixes the bug that prevented you from completing this quest with "NCR disguise" option, makes sure you have access to the Lamp and Radio no matter the outcome of the quest, and prevents Betsy from being involved in combat.
Here's the file https://www.moddb.com/mods/duskills-needful-things/downloads/new-vegas-uncut-betsy-the-brahmin-remastered-fixed-and-upgraded
Also, it might not work if you're using the save with the mod already being installed, so I advice to reload a save before it with this esp/sound fix applied.
Edit: installed midsave, had to TCL through the gate, walk to Dooley's freeside open spawn select him, then gate to correct spot, then "moveto player" he then walks to his spot, and everything finished correctly after. Good to know next play-through will be perfect :)
Thanks for the fix. :)
Edit; nvm dont answer that but please get rid of the hyphen ''''''''' in the mod title lool wasnt not wasn't