Fallout 4

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Expired6978

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  1. expired6978
    expired6978
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    Details for version 1.0.7:
    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)
  2. expired6978
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    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.
  3. RoseyLee1998
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    so uh. dismissing is broken. can dismiss the first companion just fine, any other companion after that will give me the dialog option to dismiss them, will say the line, but then stay with me anyways
    1. Freyr95
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      If you looked at the comment thread that I just bumped, literally 2 days before you left this comment lol, you'd have seen a very simple solution posted.

      "1) Dismiss all companions you are able to, which should leave just the troublesome one(s).
      2) Open console and click on the troublesome one.
      3) Type:

      cf "actor.SetCompanion" True True
      cf "actor.SetCompanion" False False

      4) If the dialog box to send them to a settlement doesn't turn up, then approach them to check if they're now recruitable (also not a word heh).
      This happened while using a multiple follower mod (Amazing Follower Tweaks in this case) and having a companion with its own follower
      system (Like Heather Casdin) confusing the scripts."
    2. sskrt
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      for those of us that cant open the console since we are playing on survival?
    3. OsbourneHaya
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      sskrt, find a mod that enables the console for survival. Modded fallout 4 is pretty much unplayable with console commands. Your game WILL break eventually and you'll need to use the console. In fact, pretty much any bethesda game is unplayable without console commands. People who bought fallout 4 on PS4 or Xbox basically got scammed imo.
    4. sb06199
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      Osbourne meh depends honestly. I've been playing Skyrim and fallout since they came out and haven't ever had to use console commands. Not nearly as bad as you make it seem.
    5. HiddenAries
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      sb06199 Well if it's just base game skyrim/fallout, sure you won't have to use Console commands as much. But doing a heavily modded playthrough with mods that obviously affects a lot of the gameplay mechanics will leave you wanting a console command. It also doesn't help that Bethesda games got bugs as a feature and sometimes fixing them manually just doesn't work (Freaking Arcwind point bug from skyrim was annoying as hell on console). 
    6. Anna2255
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      The same thing, so I won't use this mod.
    7. Anna2255
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      why should I use the console? or maybe the author of the mod will redo the mod? It's his fault that the mod doesn't work properly.
  4. lawlcatzlol
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    Anyone else's Cait and Mcready get the blackface often after installing this? It's so frequent after loading or fast traveling, otherwise I'd just ignore it. :I 
    1. lartza85
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      Same here, i installed this on game save that i have use almost 100 hours and on that time i saw brown face bug 2 times, after installing this mod it happend almost every time when fast travelling, and sometimes when trying to fix that bug by saving and loading followers didint have brown face anymore but now it was on my charcter. This happend just so often that i couldnt use this mod more two hours before uninstalling.
  5. sashapines110
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    does any one know why the quick recruit button dont appear for curie and dog meat 
  6. FlashBoyFight
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    what should I do if my partners shoot at each other?
    1. sashapines110
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      talk them to reset them 
    2. UziLoogies
      UziLoogies
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      im having the same issue. talking to them doesnt fix it and its annoying to constantly keep companions from fighting each other after a gun fight
    3. LT12Gauge
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      I have handcuffs mod and I console command in (~ , then click on someone, then openactorcontainer 1, then close console) and slap some handcuffs on the trroublemaker. Leave them a day or so and everyone will calm down
  7. sashapines110
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    any one have a problem with recuit button doesnt exist and been replace with track items ? 
    ok i have found a conflict with workshop plus god damn it
  8. sattyre
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    Solved

    I had the issue with the scripts being overwritten by other mods and it didn't matter where In the order I put the assets since loose files always overwrite files in an archive. 
     MO2 allows you to see what is overwriting and move it appropriately.  Sometimes though, the solution is to archive the other files or extract the files from this mod.  My solution was to extract just the scripts.
  9. Midget32
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    Says I have another follower mod editing the script, but this is the only one I've ever download. Onto that, this mod is set to load after literally everything but still throws me the error message, it says "potential mod conflict" but doesn't tell me any specific mod, and vortex has not detected any conflicts either.
    Any fix for this problem? I'm not spending half a day finding a potential conflict thats undetectable.
    1. Wolfman31488
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      I am also having this problem, anyone find/know a fix?
    2. KalecRahl182
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      Having the same issue here, also I can't actually recruit multiple followers. When I hit "R" to recruit someone it dismisses my current companion.
  10. S1RGNT
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    I'm playing with SS2 and Aiden (that is only a companion during certain quests) won't stop following me. I'm guessing it has something to do with me having multiple companions already at the time of his quest using this mod. Any tips on what I could do to make him leave me alone? Dismiss Ineligible Companions in the holotapedidn't seem to do much.
    1. juninhototu5
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      I have the same problem ,but i was not using this framework, he starts to follow me when Theresa follows us to recruit a person even without the mod (i will not say the name to avoid spoiler. i dont know how to fix :C

      Edit: i think i found a solution m8, i recommend you use this command inside of gnn, because i dont know if he will head to the gnn alone

      tai
      setplayerteammate 0
      removefac 23c01
      tai
  11. bassomar
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    I don't know if this will work for anyone else, but I managed to finally send Piper and another follower away, that kept teleporting back even following after fast traveling, by first telling her to Stay (stay in place) then sending her to go away.

    PS: I also have the mod placed at the bottom of my load order but it don't think it made a difference since the companions still teleported back.
    1. Trickster141
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      Same
    2. bassomar
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      I made sure I sent away all the other companions that could be sent away like dogmeat, and modded companions before doing it. i was left with piper in first slot and cait. I also used the companions go home mod, but don't think that made a difference. This problem does seem to be a dialogue script error tho.
    3. WeFellOut
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      I made a bat file that fixed this up thanks to an obscure and not well known console command sequence someone came up with, so I'll share it with you. In my case, Codsworth was indismissable (not a word heh), and while I like the guy, he became irritating. So:

      1) Dismiss all companions you are able to, which should leave just the troublesome one(s).
      2) Open console and click on the troublesome one.
      3) Type:

      cf "actor.SetCompanion" True True
      cf "actor.SetCompanion" False False

      4) If the dialog box to send them to a settlement doesn't turn up, then approach them to check if they're now recruitable (also not a word heh). This happened while using a multiple follower mod (Amazing Follower Tweaks in this case) and having a companion with it's own follower system (Like Heather Casdin) confusing the scripts.

      If this doesn't work, you may need to go through the uninstall process with the Multiple Follower mod first, then go through this process. Let me know how this goes if you still have the problem. I've had it again since and this worked, but it's not well known, so a little more input would be good.
    4. bassomar
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      Thanks, that would be great for others having similar problems.
    5. CarlsRightEye
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      thanks ''WeFellOut''  your  bat file dismissal did the trick.
    6. falloutgamer02
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      Thank you kind sir for the console commands.  Finally now Cait can atleast be a useful farmer if she can't be a useful companion lol
    7. lolcopter141
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      I tried, didn't work, yes, the dialog box popped up but valentine kept following me, I reinstall the mod, and using the same method, didn't work, I tried removing the mod and use the same method, didn't work.
    8. AndreChau
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      That is solvable, just open the console, select the companion, and enter the following commands:
      cf "actor.SetCompanion" True True
      cf "actor.SetCompanion" False False

      This worked for me, phew!
    9. SitchBlap
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      Brilliant! Worked like a champ, thanks for sharing the fix.
    10. premeiresteak
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      I love you I've literally been trying to fix this for weeks 😭
    11. Freyr95
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      *bump*

      this helped me properly dismiss Curie
  12. TravisTheDumb
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    Mod is truly fantastic! Everything works perfect with me so far (knock on wood) currently running around the world with 6 different companions which is awesome. The only annoying thing is the comments your companions make in certain situations during quests being limited to who you recruited first. I'm so sick of Codsworth screaming at me about morals every chance he gets. I wish there was some way to randomise which companion would speak, to give the whole thing a bit of variety instead of most of them being completely mute during these situations. I don't have the heart to dismiss old Codsworth but I'd love to hear Preston and Piper's reactions to me wiping out a whole settlement every now and again as well