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202 comments

  1. dudeguy119
    dudeguy119
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    Others have reported gamebreaking conflicts with Phalanx, but I haven't gotten that. The only thing that breaks with Phalanx is the option to swap weapon types (and even then that might be due to a specific setting in Phalanx that can be toggled off for each character concerning their weapon preferences).

    The biggest conflict I've found is with Finally Turn Based. I thought there wouldn't be an issue and that the follower would just act out the commands you give them when it's their turn, but this seems to be the one mod script that manages to break FTB's hold on combat AI, causing them to act out of turn whenever you give them a command, then fail to act on their own turn for the rest of the battle (they'll no longer be held by FTB's script). It's be cool if the attack command simply gave their AI a target, but it doesn't seem to work that way, unfortunately. It's a shame, but that just means I can't really give them attack commands during a fight. Everything else seems to work just fine. No obvious issues to report, just a bit of disappointment that I can't have by turn-based Fallout 3 with the ability to directly command allies during the fight. Out of turn-based combat, everything works fine and is a great quality-of-life improvement for the game.
    1. dudeguy119
      dudeguy119
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      Upon further experimentation: Using the Attack Target command during turn based combat does eventually resolve itself. In fact, the more fights I used it in, the less it caused allies to miss turns. So it doesn't appear to break it heavily. However, continuing to mash the command will cause allies to break the turn based script order and start attacking as if it wasn't there. Again, after a minute they fall back in line. It doesn't fully break FTB, but could be considered a cheat.

      So, as long as it isn't abused, it CAN be used with Finally Turn Based so long as the user isn't put off by some odd behavior.

      It could possibly conflict with other Phalanx commands (like hold position and shoot) but overall, despite some wonkiness, FTB, Phalanx and this mod don't conflict too badly.
  2. alexboisot
    alexboisot
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    • 19 posts
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    This mod looks awesome. Sadly, I've tried for several hours now to troubleshoot the problem I've been having with it, but no luck.

    This issue - which I've seen reported by a few other players, though no solutions so far - is that everything seems to be installed correctly but the basic controls don't work. To clarify: the basic menus and UI are visible and accessible. I can see my companion icon on the left, and I can bring up the menu of basic commands. However, the scroll up/down and middle mouse click have no effect whatsoever, meaning I can't use the mod at all.

    I've tried my best to check for sources of incompatibility, up to and including reinstalling the game completely with only this mod active. No cigar. The game clearly is able to register inputs from my mouse wheel and middle mouse button, since these are by default mapped to "zoom in/out" and "change view", respectively, and those controls work just fine in-game.

    If anyone has any ideas/suggestions, I'd be very grateful as this mod looks absolutely fantastic and I've been dying to try it ever since I stumbled across it.
    1. User_42342640
      User_42342640
      • account closed
      • 682 posts
      • 13 kudos
      I also have been having issues. Except nothing shows up. I've installed it both with Vortex and FOMM. I also have UIO installed, but it's not working either way.
  3. MrSaleh69
    MrSaleh69
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    • 11 posts
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    Companions keep dying.

    Dogmeat is dead, how to make them godmode?
    1. Crabcakes56
      Crabcakes56
      • supporter
      • 231 posts
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      Cant.He never made an option to make them essential with this.
  4. Excea
    Excea
    • member
    • 104 posts
    • 1 kudos
    Best companion manager mod there is. Unfortunatly it misses an option to make companions have unlimited ammo and have the marked as essential.
  5. TomSkele
    TomSkele
    • member
    • 165 posts
    • 0 kudos
    I installed everything with a mod manager but literally nothing happens, I even reloaded an old save and tried recruiting someone but literally nothing happened, I also tried creating a completely new character but nothing happened...
  6. alwaysnumb
    alwaysnumb
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    • 1 posts
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    seems to be missing jipccc_fo3_hud.exe cant find it anywhere
  7. JaguarWithin
    JaguarWithin
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    • 23 posts
    • 0 kudos
    this mod doesnt even work and gives c# errors
    1. Crabcakes56
      Crabcakes56
      • supporter
      • 231 posts
      • 0 kudos
      It does work.Just because you dont know what your doing doesnt mean it doesnt work.
  8. T0RTUG4N
    T0RTUG4N
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    • 11 posts
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    HOW DO YOU FORCE-RECRUIT PEOPLE? Like in Nv?
  9. ernestin1
    ernestin1
    • member
    • 7 posts
    • 0 kudos
    Alright, I've been trying to install this on both ways, with the Fallout Mod Manager and manually, when I try with FoMM, it says the CC&C extension is missing. I installed everything on the rar file into my game, nothing is missing. I even put the addition addons for the companions I don't use. So I tried manually. "jipccc_fo3_hud.exe" is nowhere to be seen on my computer. There is zero trace of a file under that name. Again, I downloaded the Rar file. Several times. I'm confused beyond any belief, and checking the readme has not helped at all. Can anyone give a chap in need a hand? Because I'm at a loss for words.
  10. sr383
    sr383
    • supporter
    • 422 posts
    • 6 kudos
    Any chance of an avatar creation esp for this one? I tried converting the one from Fallout New Vegas but discovered that the GECK can't open file headers beyond what it was built for.
    1. sr383
      sr383
      • supporter
      • 422 posts
      • 6 kudos
      Then again, I guess there's no reason I can't load the characters in TTW and grab the images there. ...
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