If you are updating from 1.0 and do not want to do a clean save or start a new game, use the .esp for now (unless you don't mind typing like 50 things in console). The esm is a way to make things like dlc/other mod plugins and patches easier and to be able to easily do minor updates as needed (2.0 adds a LOT of new stuff). Also cause a large number of the new NPCs would have head/body mismatch and I hate that.
The Craterside trespassing bug is fixed (mostly) and WILL be resolved on update after waiting a day or dismissing Moira however Craterside will now ALWAYS be unlocked (android mercs never sleep ). Also, the door may still sometimes appear as "red." Actually opening the door should cause it to "go green" and open. If you still have issues, firing (or re hiring) Moira should now resolve it when you next open the door.
The "She won't follow right away" bug has been significantly reduced and she will now follow after a load door transition (or 2). This is also fixed on updating.
The "Penny won't talk to me" bug has been fixed and will resolve itself on update.
The main download also contains a second ReadMe with ONLY the new stuff (main ReadMe has everything mixed together).
There is a beta .esp to fix the "funky idles" bug if you have it ( thanks Kitty! ). It should be a hotfix (meaning you can install and your existing saves should be fixed with no side effects). The patch .esp requires the ESM version of Moira AND POINT LOOKOUT.
Any currently existing TTW versions will NOT work with ANY 2.0 version.
Seems like appearance altering mods somehow mess with Moira´s following behavior. In my case I had Shojo NPC installed and Moira seemed to work fine until suddenly stopped following. Console commands didn´t work, neither dismissing and rehiring, I had to turn off the shojo mod, then reset the npc with the console, then dismiss and rehire and then it worked again.
Yes, the appearance mods do affect her following you. For me it was "FO3 Redesigned - Formerly Known As Project Beauty Standard Edition", Disabling that mod made it work.
I also have that mod but looking at fo3edit what's actually overwriting her package is the unofficial patch, FOOK, and the hair mod. Could it really be the shojo mod?
The last overwrite is king in terms of direct edits to an NPC. So take this mod, and open it up in GECK without it being active (should get a warning about progressing with no active mod) and load up this mod.
Go in and edit Moira Brown or whatever npc is having an issue. Tick a box that's not ticked on them and then untick it again or change something else and then put it back the way it was again. Hit O.K. to save your non-existent changes to that NPC.
Now save with the GECK and name the new file to MoiraCompanionPatch or whatever you want to name the .esp. You now have an .esp with MoiraCompanion.esm as its master. Load your patch .esp down way low in your list and it should overwrite whatever changes are between its .esm master and your overwriting .esp. to whatever npc you made your wild edit to.
Edit: I'm assuming that would be a wild edit and not an ITM in the eyes of xEdit. Might want to skip cleaning it in xedit in case it detects ITM and removes your change. I just recently came back to messing around with Bethesda games and xEdit is a lot more sophisticated than it used to be.
These directions were fueled by 4 beers, so my apologies if they are goofy. I think I edited this post 15 times after I wrote it, to try to make it comprehensible.
Ive noticed this issue in FNV as well. Using appearance overhauls mess with NPC behaviors for some reason. what you can do is go into xedit and copy paste the appearance related lines over to the other mod that is being interrupted/effected.
Thank you and your 4 beers, next time i'm drinking and playing FO3, i'm having an extra one for you.
For all of you that have previously had the issue where all of a sudden she doesn't want to follow anymore (worse, she wants you to recruit the two employees but they have no dialogue lines) - DO THIS. In my case it was conflicting with Unofficial Fallout 3 Patch.
I installed the mod, I had already started the Broken Steel DLC, and I am missing several items, in addition, I cannot access the dlcs and their contents, including Broken Steel and my winterized t-51b power armor fallout. I want to solve all this, what can I do?
Hey for those who are having problems with the updated version specifically when you try to hire her and she doesn’t do it after hiring two people to run crater side I download the 1.0 version added works decently well so if you still want to try to enjoy this mod you’re probably gonna have to use the 1.0 Unless someone knows how to fix the other two
For some reason every time I armor the vault 77 jumpsuit it makes me wear a pint size/your mask that I can’t remove no matter what I do. How do I fix this?
It's a shame this mod doesn't work with Follower Amata (the moment you install it Amata teleports back to the Vault, and even though you can talk to her like to a companion, she won't follow you at all). Otherwise, nice work.
Completed her quests and she does follows me within Megaton... But she doesn't follow me out of Megaton. I've tried telling her to be close but she doesn't come out of Megaton at all and only follows me in the town. What should i do? For clarity, i only have one mod besides it and that's a Lucy West Companion mod
¿Alguien podría corregir el conflicto entre el parche no oficial y este mod? Porque la verdad es que aunque quiera probar mucho este mod no puedo desactivar el parche. translated by google
777 comments
If you are updating from 1.0 and do not want to do a clean save or start a new game, use the .esp for now (unless you don't mind typing like 50 things in console). The esm is a way to make things like dlc/other mod plugins and patches easier and to be able to easily do minor updates as needed (2.0 adds a LOT of new stuff). Also cause a large number of the new NPCs would have head/body mismatch and I hate that.
The Craterside trespassing bug is fixed (mostly) and WILL be resolved on update after waiting a day or dismissing Moira however Craterside will now ALWAYS be unlocked (android mercs never sleep
The "She won't follow right away" bug has been significantly reduced and she will now follow after a load door transition (or 2). This is also fixed on updating.
The "Penny won't talk to me" bug has been fixed and will resolve itself on update.
The main download also contains a second ReadMe with ONLY the new stuff (main ReadMe has everything mixed together).
There is a beta .esp to fix the "funky idles" bug if you have it ( thanks Kitty! ). It should be a hotfix (meaning you can install and your existing saves should be fixed with no side effects). The patch .esp requires the ESM version of Moira AND POINT LOOKOUT.
Any currently existing TTW versions will NOT work with ANY 2.0 version.
Go in and edit Moira Brown or whatever npc is having an issue. Tick a box that's not ticked on them and then untick it again or change something else and then put it back the way it was again. Hit O.K. to save your non-existent changes to that NPC.
Now save with the GECK and name the new file to MoiraCompanionPatch or whatever you want to name the .esp. You now have an .esp with MoiraCompanion.esm as its master. Load your patch .esp down way low in your list and it should overwrite whatever changes are between its .esm master and your overwriting .esp. to whatever npc you made your wild edit to.
Edit: I'm assuming that would be a wild edit and not an ITM in the eyes of xEdit. Might want to skip cleaning it in xedit in case it detects ITM and removes your change. I just recently came back to messing around with Bethesda games and xEdit is a lot more sophisticated than it used to be.
These directions were fueled by 4 beers, so my apologies if they are goofy. I think I edited this post 15 times after I wrote it, to try to make it comprehensible.
For all of you that have previously had the issue where all of a sudden she doesn't want to follow anymore (worse, she wants you to recruit the two employees but they have no dialogue lines) - DO THIS. In my case it was conflicting with Unofficial Fallout 3 Patch.
That way, it would be the perfect mod for Fallout 3.
plz try to fix this
translated by google