FALLOUT 4
Companions Go Home by registrator2000
Fallout 4 » Companions
Added: 17/02/2016 - 06:27PM
Updated: 18/02/2016 - 05:53PM

5,018 Endorsements

1.1 Latest version

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74,407 Total D/Ls

237,732 Total Views

Uploaded by registrator2000

Description

Last updated at 17:53, 18 Feb 2016 Uploaded at 18:27, 17 Feb 2016

Companions Go Home


Finally let your companions return home.


I'm not sure why there was this huge oversight by Bethesda, but once you assigned your companion to a settlement, you could never let him or her return to their original homes. It's almost game-breaking, seeing Piper talking about her sister Nat and how she's worried about her staying alone, but not being able to stop her from hanging around at Sanctuary Hills all day trying to harvest carrots.

And Nick? A whole truckload of cases to solve back at the agency, and one assistant who probably misses him to death, and all he can do is spend the whole day packed in with all the others.

Danse has a squad to lead back at the Prydwen. Deacon's reconnaissance missions aren't going to run themselves. X6-88 needs to get a life and stop harassing my settlers. Preston-- well, Preston's the only one that seems happy to stay right where he is.

Born out of necessity, this mod lets Piper finally go home to her sister. Nick to Ellie. Danse back to his squad. Deacon back to running missions for the Railroad.

Everybody can finally resume their lives instead of being suspended in time, waiting around for you to pick them.


----- Also check out Outfit Switcher if you want to save, hotkey and activate entire loadouts with the press of one button, including armor pieces! -----

Usage


Option 1: Activator Version

After installing the mod, you'll receive two items in the AID section of your inventory - Send Companion Home and Send Companion to Home Plate.

Use them to set your current companion's dismissal location to his or her original home or to Home Plate.

When you dismiss your companion, exit the settlement choice menu by pressing the TAB key instead of selecting any option in it.


Option 2: Console Version

Expand to view.

Spoiler





IMPORTANT: If you're using a mod that replaces the companion system (e.g. UCF), you should use the console command
cqf home resetactor <REFID of companion here> instead. The mod may not be able to automatically determine your active companion for you if the companion system has been replaced.

It's my hope that Bethesda will release a patch for this behavior in a later update. I know, using items or the console isn't exactly lore-friendly, but I hope it serves you well enough until that day when Bethesda finally lets companions return home. A quick note: If you don't want to, you don't need to keep this mod installed after using the command! Your companion's default home location will stick around until you explicitly choose to send them somewhere else. You could install this, 'free' all your companions, then uninstall it if you're not going to use it again. Or keep it around. The console version is extremely lightweight, changing zero forms and adding just two (!) new ones.



Other mods by me:

Bullet Time - Slow Time
Better Wait Menu and Wait Anywhere
Visible Weapons - 3rd Person Holster

Outfit Switcher
Save entire outfit sets and swap between them via hotkey.

Journal of the Sole Survivor
Gives you a personal journal that you can type in.


See all of my mods here.



Made possible by FO4Edit and the amazing Caprica compiler.




Video Showcase



Companions Go Home is also shown at 2:28 in Tyrannicon's video.