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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 While the intended effect of this mod is still relevant today, the way it has been compiled is outdated.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. MayayaMayaya
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    I have a mod that makes companions go to settlements despite me pressing cancel when in the dismissal menu, I don't know which one it is but I've found that you can use the "cqf home resetactor <REFID of companion here>" to force the companion to go home after dismissing them.  This was helpful for me, if any of you are having trouble I hope it was helpful for you as well!
  4. DamaoZhao
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    For anyone who's experiencing the following bug.
    I sent a companion home at a settlement and no option pop up, even though I press R to send them to this settlement and assign them as provisioner, they will eventually go home with a bhramin outside their house.
    maybe it's because I'm using muiltipul follower system and bug will apear as mod author stated in the discription .
    I guess I have to use console command.
  5. RomanBlaide400
    RomanBlaide400
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    this mod does not make sense bc my game lets me send my companions back to their original places. whenever i get to the part that lets me choose where to send them i ignore it and hit the b button and it gives me a nitification that they are going back to their house(i.e. piper to publik, nick to valentines agency). what version of fallout are you playing? lol
    1. ExonerateSound
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      Well, the reason why this mods are a thing because, yes you can press tab or back which will make them go back to their original spot. However, if you have sent a companion to a different location they can never go back to their home.
    2. MakotoMiyamoto
      MakotoMiyamoto
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      Slight necro, but you have some audacity to post this despite the very clear reminder as to WHY this mod exists at the VERY TOP of this thread. 
  6. cahal89
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    Some users are saying that this doesn't work but it definitely does for me. I installed it on a ~72 hour save game and both aid items immediately appeared and were added with a notification onscreen. I had Nick Valentine parked at Red Rocket so I asked him to join, then used the "send to home" aid item which I set to quickslot 0. I got a message saying he would return to the detective agency so I then dismissed him and hit TAB to cancel out of the choose menu which then resulted in another notification that he was returning to the agency. I then fast traveled to his office and waited 12 hours... there he was, sitting at his desk. I run about 100 mods, mostly gear-related, and only use the Better Companions mod and the Dogmeat mod, as far as companion mods go. I also run on the Next Gen update and FOSE, etc, like most users.

    EDIT: Endorsed
    1. FMZeth
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      Effectively the same experience as cahal89. Running a little over a hundred mods, mostly related to aesthetics or enhancing things that are already in the game. Next Gen and FOSE included. Added this mod to a save file a little less than 100 hrs in and it worked instantly with zero problems. Not sure what y'all are doing to break it.

      Endorsed.
  7. 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
    2. NiftyPower
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      I've typically used the console to add the items, but I'm wondering if anyone else knows a better way.
  8. oOUbiSoftOo
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    after sending them home can you reassign them back to a settlement for a time or are they stuck back home?
  9. magnoplayer
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    can't send dogmeat to home plate!
  10. Kittykittyredcat
    Kittykittyredcat
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    Just so people know the activator version will make you thirsty in survival mode.
  11. titoufx34
    titoufx34
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    works like a charm for me
    so simple yet so convenient! mandatory :)

    thanks so much :)

    endorsed and all !
  12. Ringer19253
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    Hi, I'm having an issue with the mod.

    I am currently playing vanilla. I extracted both files in the zip to the Data folder, then I loaded up a save file, and with Nick as my companion, I entered the console command "cqf home reset". 

    However, every time I do this the console gives me the following error: 

    "Item "home" not found for parameter Quest.
    Compiled script not saved!"

    I even tried extracting the files to the Mods folder instead of the Data folder but I have not had any luck. 

    I would really appreciate if anyone can help me with this issue.

    Thanks!