Added three new options to the Companion Module holotape: Quick Recruit -This feature allows you to recruit companions by pressing the alternate activation key (usually R), this feature is enabled by default but has the option to disable it in-case there are compatibility issues with other mods adding activation choices.
Quick Recruit Eligible Only -This feature allows you to disable the restriction on recruiting companions via alternate activation key (i.e. you can recruit anyone)
Dismiss Ineligible Companions -This feature will dismiss any companions that you recruited that are not normally eligible companions (This is the only way to do this since they will not have dialogue to do this normally)
I will add big ugly warning messages for the next version if you have a conflicting script. This is majority of the issues people are having. You have some other mod overwriting the main companion script.
don't download this mod, i downloaded it and after i deleted no companion wanted to follow me no matter what i did, i tried console commands, download it again, check my files, everything.
EDIT: there's a way to fix it, just use the console commands in the forum posts about issues, this mod is great and i recommend.
Also, why isn't there a bugs section!?! Anyways. This isn't so much a bug... but an interesting, glitch. When doing the Mechanist Facility, without fail, the mod has one of the other companions that don't have the M-SAT, scan the devices. Not so bad, except there's that section with the platform going across the room, where I've never figured out how to get all of them across.
it keeps telling me there is a mod conflict but doesnt tell me what the fk it is! i have uninstalled ALL MY FKING companion mods yet there is still a god damn conflict! WHERE! wtf isn't this working!?!?!
same by me....yesterday all perfect, on the road with cait, piper and curie (f4 runs by me with 295mods). today: there is a conflict?...wtf how is the conflict...i donĀ“t have any new mod installed.
ps: sorry for the bad english...me mother languege is german =)
I noticed that this mod's EEF.esp plugin file likes to jump all over my plugin list. Like, it doesn't respect where it should go in the load order, rather it just injects it's self into whichever position it feels like.
Edit: come to find out that "AmazingFollowerTweaks.esp" does the same thing. It will move up one position in my plugin list, every time I start MO2.
I suspect that these mods, being as old as they are, are probably not actually compatible with my game version 1.10.163.0. Possibly some game record was removed by Bethesda by a game patch, and maybe these mods are making a call to this removed record... or something. IDK.
Discovered a bug in which you will get an infinite loading screen upon trying to start a new game as the mod attempts to start to early you can workaround this by disabling the mod creating a new save and enabling the mod after.
2664 comments
See Changes tab
Added three new options to the Companion Module holotape:
Quick Recruit
-This feature allows you to recruit companions by pressing the alternate activation key (usually R), this feature is enabled by default but has the option to disable it in-case there are compatibility issues with other mods adding activation choices.
Quick Recruit Eligible Only
-This feature allows you to disable the restriction on recruiting companions via alternate activation key (i.e. you can recruit anyone)
Dismiss Ineligible Companions
-This feature will dismiss any companions that you recruited that are not normally eligible companions (This is the only way to do this since they will not have dialogue to do this normally)
EDIT: there's a way to fix it, just use the console commands in the forum posts about issues, this mod is great and i recommend.
Also, why isn't there a bugs section!?! Anyways. This isn't so much a bug... but an interesting, glitch. When doing the Mechanist Facility, without fail, the mod has one of the other companions that don't have the M-SAT, scan the devices. Not so bad, except there's that section with the platform going across the room, where I've never figured out how to get all of them across.
today: there is a conflict?...wtf how is the conflict...i donĀ“t have any new mod installed.
ps: sorry for the bad english...me mother languege is german =)
Edit: come to find out that "AmazingFollowerTweaks.esp" does the same thing. It will move up one position in my plugin list, every time I start MO2.
I suspect that these mods, being as old as they are, are probably not actually compatible with my game version 1.10.163.0. Possibly some game record was removed by Bethesda by a game patch, and maybe these mods are making a call to this removed record... or something. IDK.
https://www.nexusmods.com/fallout4/mods/26976?tab=description