Fallout 4

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registrator2000

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registrator2000

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  1. registrator2000
    registrator2000
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    Hi! Thanks for checking the mod out.

    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!
  2. registrator2000
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    Oct 3, 2016: Read this!

    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 While the intended effect of this mod is still relevant today, the way it has been compiled is outdated.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.
  3. DanBonRP
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    you dont need the mod for this. when it asks you where you want to send them just hit B and they go home.
    1. Predato
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      Right? So many people not even knowing how the game works.
    2. hanafubuku
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      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.
  4. LunarF4ng
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    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.
  5. Ashanius
    Ashanius
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    If you have troubles with this mod, you can use this one: https://www.nexusmods.com/fallout4/mods/51578?tab=files
    1. corelysis
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      Thank you! Works like a charm
  6. Ziodyne967
    Ziodyne967
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    Damn, this mod doesn't work anymore. I want to send Piper home. I forgot I have to back out instead of choosing a place when sending a companion home.
    1. ESmite
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      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.)
  7. gdmufz
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    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
  8. koraygozu
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    doesnt work. 
  9. NoraJae
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    the item codes are xx000802 & xx000804

    xx is the position in the load order, if you cant find it type

    help "send companion" 0

    in the console.
    1. Minuteman8242
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      And then what? After I find what my xx is: What do I type into the console to get the items?
    2. NoraJae
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      oh sorry,

      "Player.additem xx000802 1"
  10. deleted100232623
    deleted100232623
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    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. 
    1. NoraJae
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      the item codes are xx000802 & xx000804
  11. Dahveed
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    Does anyone know of a mod which does the opposite of this?

    I have a couple custom followers (Casey and Flak) who *only* ever return to their "home" locations... but I'd like to choose where to send them.
    1. Apis4
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      Depends on HOW "Custom" they are. 

      If they have some degree of expansion, dialogue, abilities, and functionalities, wise... but are still built around vanilla AI packages, just expanded to their max... (which Bethesda never did, hence why followers custom made even on those assets can be SO much more than Vanilla companions)....I believe Darlene is such an example.....(though she already has a set home base function indigenous to her dialogue menu, just giving an example of a popular follower mod which uses Vanilla AI packages)....well you can probably use such a mod with them. 

      HOWEVER, I will tell you this... IF they are a WHOLLY custom follower, running on a WHOLLY CUSTOM built AI Framework, outside of Vanilla AI packages, like say Heather Casdin, DO NOT attempt to use such mods on them! Using ANY 'forcing' mods which assert functions over their own indigenous AI, WILL BBREAK THEIR BRAINS. 

      Random reply, from ten months after you posted, I know, but I came here to see if this mod was still working, and saw your  question. 

      NEVER EVER use ANY mods which tries to assert actions to force a companion to do X Y or Z thing, on companions running on their own wholly custom AI framework. This applies to ANY game. Such mods WILL lobotomize them. 

      If you have Custom followers, on the aforementioned unique, non-vanilla framework, and they DO NOT come with a given feature, that is just tough luck, you have to accept it... trying to control them through other mods, will totally wreck their brains and make them unstable, and ultimately, unusable. 
  12. weltall
    weltall
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    Thank god for this mod, it worked perfectly. I always hated how the characters listed here would just stay at a settlement and would not go back to their home. On this playthrough I was being careful to dismiss them without telling them where to go, but I made the mistake with Nick (I think) and sent him to Sanctuary. Now I finally sent him back to his agency, thanks to this mod. Many thanks for this mod! Cheers!