If you are about to post a comment about being able to dismiss your companion to their homes without a mod, hold on! I urge you to please read the mod description again as well as the other comments. Cancelling out of the destination menu by pressing TAB sends your companion to his or her last location. If you haven't sent your companion to any settlement before, yes - this will return them home. In vanilla, once you have sent your companion to a settlement for the first time, you are nolongerable to return your companions to their original homes. That is what this mod attempts to fix!
Hello everyone! I have an important message. This mod was created before the Creation Kit launched to solve a pretty pressing problem with the companion system. It was always my hope that Bethesda would include functionality to send companions back to their homes in a later update. Unfortunately, 7 months down the line, Bethesda has done nothing to resolve the issue. While the intended effect of this mod is still relevant today, the way it has been compiled is outdated. The ESP was created with FO4Edit and its scripts compiled with the Caprica compiler. Unfortunately, I no longer have the time to maintain the mod and re-compile the mod with the official Creation Kit compiler. I've always released source code with all my mods, and anybody with the time is welcome to make the appropriate updates to the code's syntax for the Creation Kit compiler. I would be happy to host any updates on the mod page with full attribution.
Great mod. I wonder if there is a way to add the Home option to the UI element, e.g. "Trinity Tower" for Strong and "Publick Occurrences" for Piper, or is it only reserved for settlements?
I remember being able to simply press Tab when dismissing any companion and it would send them back to their original home and the message box would say for example, "Piper will return to Publick Occurrences." but for some reason it mentions a random settlement which was never assigned to them.
"Home" IS where they're originally found, not necessarily a settlement. And that's actually how this mod works, you first use the holotape to clear out the game's memory of where the companion was last sent, then when the option to send them somewhere comes up, you still have to hit tab to back out of the menu and they'll go to their home. This will then send Piper back to Public Occurrences, or Nick to Valentine's Detective Agency, or Cait back to the Combat Zone, etc. Not 100% sure how it works with Danse, whether it knows to send him back to Cambridge Police, the Prydwen, or the Recon Bunker depending on story progression, or if it defaults to Cambridge because that was the original. Or with ADA, whether it returns her to the spot where her caravan died or if it defaults to a settlement.
It's definitely doable, but if you started a game, sent someone to a settlement, and later decided you wanted Piper to go back to her sister instead of farming some random settlement, then you'll want to use this mod to fix that.
Or, if you start Far Harbor and want to send Nick to Longfellow's cabin while you're travelling with him instead of sending him all the way back to Diamond City and having to go all the way back to get him again, then you'll want this mod again to send him back to his detective agency once you're done.
Did not work for me unfortunately, may be out of date or not work with the unlimited follower framework not sure but kudos to solving a major flaw in the game design.
No; if you previously sent a companion somewhere else instead of hitting b (or tabbing out if on PC), the game defaults the sent location as the new home. ie, you sent Piper to Sanctuary after dismiss, then re-recruit and dismiss again - Sanctuary is now the default home location for Piper even if you just hit B without selecting a location.
Still works... just used it to re-Home Nick. Just remember it only resets your active companion's last saved "Settlement". You still have to dismiss them as a companion... it doesn't teleport them or dismiss them. (Two step operation if they are an active companion... 3 step if they aren't. (i.e. run holotape, dismiss companion and tab out vs recruit the desired companion, then run holotape, then dismiss and tab out of picking an active settlement.)
Any support for old long fellow & porter? I tried tomodify esp and psc files but couldn't set correct location id for dlcs.. since base address change.. but you probably could do it easily
This mod no longer works. At least the activator version doesn't. The two items did not show up in my aid menu, so I was unable to send my followers back to home plate. Which is the only reason I even downloaded this mod. then I read your sticky and found out why. Bummer about the scripts not being updated if like forever. Maybe I'll try the console version. Note to self... read the sticky next time.
693 comments
If you are about to post a comment about being able to dismiss your companion to their homes without a mod, hold on! I urge you to please read the mod description again as well as the other comments. Cancelling out of the destination menu by pressing TAB sends your companion to his or her last location. If you haven't sent your companion to any settlement before, yes - this will return them home. In vanilla, once you have sent your companion to a settlement for the first time, you are no longer able to return your companions to their original homes. That is what this mod attempts to fix!
Hello everyone! I have an important message. This mod was created before the Creation Kit launched to solve a pretty pressing problem with the companion system. It was always my hope that Bethesda would include functionality to send companions back to their homes in a later update. Unfortunately, 7 months down the line, Bethesda has done nothing to resolve the issue. While the intended effect of this mod is still relevant today, the way it has been compiled is outdated. The ESP was created with FO4Edit and its scripts compiled with the Caprica compiler. Unfortunately, I no longer have the time to maintain the mod and re-compile the mod with the official Creation Kit compiler. I've always released source code with all my mods, and anybody with the time is welcome to make the appropriate updates to the code's syntax for the Creation Kit compiler. I would be happy to host any updates on the mod page with full attribution.
I remember being able to simply press Tab when dismissing any companion and it would send them back to their original home and the message box would say for example, "Piper will return to Publick Occurrences." but for some reason it mentions a random settlement which was never assigned to them.
This will then send Piper back to Public Occurrences, or Nick to Valentine's Detective Agency, or Cait back to the Combat Zone, etc.
Not 100% sure how it works with Danse, whether it knows to send him back to Cambridge Police, the Prydwen, or the Recon Bunker depending on story progression, or if it defaults to Cambridge because that was the original. Or with ADA, whether it returns her to the spot where her caravan died or if it defaults to a settlement.
Or, if you start Far Harbor and want to send Nick to Longfellow's cabin while you're travelling with him instead of sending him all the way back to Diamond City and having to go all the way back to get him again, then you'll want this mod again to send him back to his detective agency once you're done.
xx is the position in the load order, if you cant find it type
help "send companion" 0
in the console.
"Player.additem xx000802 1"