Mod didn't work for me too, but after I started new game it worked fine for me.
Also I want to add some comment about "True companion" which Henioo described in his comment.
I thought about it same way, but closing to the end of game I changed my mind. My theory is, that every companion reacts on different game characters, because I had experience with different reactions from different companions.
Followers are helpful, also they enhance the atmosphere of game for me. But did this mod really affect the story like Henioo said? I would say that no, because I had a great time and I very enjoyed this game with this mood.
So my recommendation is to try this mod out and make a decision about it by your self. Also if this mod doesn't work for you, try to start new game.
Seems to have stopped working with the latest update from PB.
Also, from experience of playing with this mod when it was working: Whilst all companions are in your party, and their ambience dialogue will fire, only one companion will be selected as the "true companion", i.e., for disposition changes to dialogue choices, as well as "butting in" during dialogues.
So, useful for combat, but for story not so much.
Thanks for the mod, great work.
Would you know if it's possible to update the mod now so it works again, and also perhaps circumvent the "one true follower" feature?
Seem to, have not yet done extensive testing and I also would like to know what happens when multiple are meant to interject but idk a quest I currently have or anything to test as I did most.
I did test bring a few to Nasty's bro and he talked to her, and all companions seem to take turns on map talks (ie This ruin is ___ This ruin is so funny ... or I love it here / why you take me here etc...)
The so far only issue I seen besides of course companion quests being programmed to dissmiss/hire only that companion is they seem slightly more stupid/slow in combat/following though only by small amount and hard to tell how true it is and not just because game is like that by default.
Also have not fully tested if companion timed talks (where mc+them talk auto) are working perfectly fine yet, I did get 1 with 1/3 companions I had following and they talked but the other 2 just had not had 1 to test at same time.
(will probably play more tomorrow and maybe find out more this then).
Yeah I had two human followers and the little bot at the same time and they were all talking together randomly while exploring. I was pleasantly surprised! Excellent little mod that brings more immersion and enjoyment to a good bad game lol. Endorsed.
21 comments
'ELEX2\system\plugins\logs\crony_rCURRENT.log'
Mod didn't work for me too, but after I started new game it worked fine for me.
Also I want to add some comment about "True companion" which Henioo described in his comment.
I thought about it same way, but closing to the end of game I changed my mind.
My theory is, that every companion reacts on different game characters, because I had experience with different reactions from different companions.
Followers are helpful, also they enhance the atmosphere of game for me. But did this mod really affect the story like Henioo said? I would say that no, because I had a great time and I very enjoyed this game with this mood.
So my recommendation is to try this mod out and make a decision about it by your self.
Also if this mod doesn't work for you, try to start new game.
Also, from experience of playing with this mod when it was working: Whilst all companions are in your party, and their ambience dialogue will fire, only one companion will be selected as the "true companion", i.e., for disposition changes to dialogue choices, as well as "butting in" during dialogues.
So, useful for combat, but for story not so much.
Thanks for the mod, great work.
Would you know if it's possible to update the mod now so it works again, and also perhaps circumvent the "one true follower" feature?
>>
**\ELEX2\data\packed\system
correct would be
**\ELEX2\system
Luring them & kicking ass.
Thanks greatly for the mod!
Do they all react to choices I make?
I did test bring a few to Nasty's bro and he talked to her, and all companions seem to take turns on map talks (ie This ruin is ___ This ruin is so funny ... or I love it here / why you take me here etc...)
The so far only issue I seen besides of course companion quests being programmed to dissmiss/hire only that companion is they seem slightly more stupid/slow in combat/following though only by small amount and hard to tell how true it is and not just because game is like that by default.
Also have not fully tested if companion timed talks (where mc+them talk auto)
are working perfectly fine yet, I did get 1 with 1/3 companions I had following and they talked but the other 2 just had not had 1 to test at same time.
(will probably play more tomorrow and maybe find out more this then).
Have not done a huge amount of testing (in reply below I go over more on that), but seems no issue and works.