I am revamping my mod pages and trying to update all my mods. But just popping in here to say I am now no longer planning on adding anything more to this mod and it is considered complete (barring any further needed bug fixes).
I know this mod is somewhat old but does Shaun react like other companions/settlers outside the institute when he moves to a settlement from the institute? (Institute playthrough)
Yes, I changed his lines to be relevant to being outside! And he will still reference the Institute, except for any lines where he would talk about it being destroyed.
I hope they make new storyline were is before Father dies with cancer he gives you child shaun before dies in his bed and an programs to love mother an move child shaun any were an move him an gives you tape so can be follower. I hope they can this in game support team help with mod an well not brake the game or make it crash. They can add other stuff like sleep eat an play like real child boy does an play with other kids an mother can give him stuff.
Yeah, this doesn't work. I tried moving him, but he would go to sanctuary, no matter how long I waited. I went back and forth from the institute to sanctuary, nothing worked. I deleted the mod, and went back to him so I could do his radiant quests. Reinstalled the mod, but now he just gives me endless random dialouge. Same "fAtHeR sAyS iM faSciNatiNg" and whatnot.
Yeah, this doesn't work. I tried moving him, but he would go to sanctuary, no matter how long I waited. I went back and forth from the institute to sanctuary, nothing worked. I deleted the mod, and went back to him so I could do his radiant quests. Reinstalled the mod, but now he just gives me endless random dialouge. Same "fAtHeR sAyS iM faSciNatiNg" and whatnot.
Thanks for the mod, it's nice to return home to Shaun instead of going to the Institute just to see him. I don't suppose it'd be possible to make him a companion, is it? It'd be great to scour the wasteland with him, kinda similar to the Adopt Bryan Wilks mod for Fallout 3. Could always try and copy over packages and whatnot from companions to Shaun's packages and maybe recycle some of his dialogue so he talks if he follows you. It'd be neat. Good job so far though!
You CAN make him a companion, actually! It requires console commands, but it is possible with PC players.
1. Select Shaun (or type "prid 5c338" then "moveto player" if he's not nearby) 2. setrelationshiprank player 4 3. setplayerteammate 1 4. setconsolescopequest followers 5. forcerefintoalias companion
You'll be able to trade, talk, and make him stay/follow! To dismiss him, simply ask another companion to follow you. This is because every time you click "talk" on the menu with him, he'll say one of his usual lines. You obviously won't be able to ask about your relationship with him. If you're going to do this, I recommend doing AFTER he gives you the Wazer Wifle, because it may make initiating the junk dialogue with him hard. If you have the mod "better child settlers" then adult clothing will be equippable to kids, so you can put Shaun in a Vault 111 suit. I also like to use commands to equip a pip-boy to him, just like the vault boy he was meant to be.
You can do the same thing with Father, even after endgame (assuming you didn't blow his head off). I find it especially fun to dress him up in the Vault 111 suit and run around with him, too. Just warp Father to you with "prid 5c337" then "moveto player" and follow the commands above. When you speak with Father, he'll say things like "It's truly wonderful here, isn't it?" Father will never be hostile with you, so you can do it even if you didn't side with the Institute.
I haven't tested it yet, but if you have the mod for Dogmeat "Everyone's Best Friend" http://www.nexusmods.com/fallout4/mods/13459/? then you can set Shaun as "forcerefintoalias dogmeatcompanion" and Father to "forcerefintoalias companion" and travel with them both at the same time. Again, I haven't tested this yet, but it's a neat idea.
The commands seem to make him respond as if he would be or is a follower but when I try to Command him to 'Follow' after having moved him to Vault 88 he does not respond and will not follow. I cannot find the mod you mentioned "Better Child Settlers" is it still active or has it been renamed? I got him to wear a resized Pipboy but he is still in the Institute Jumpsuit even after having used V2.0 of the 'Move Shaun' Mod. I am also trying the new AFT "Amazing Follower Tweaks" and even after the move and using the Console Commands you mentioned it does not recognize him as a manageable NPC.
Any idea why Shaun isn't leaving? I receive the holotape, enable the mod, and get the option to move him. After picking a settlement, he just stands there.
"It will take Shaun one game hour to leave the Institute, and he will go to Sanctuary before traveling to whatever settlement you picked. This was just the easiest way I could script it and should totally be a non-issue because by the time you get to where you wanted him to go, he should already be there anyway. If he's not, try waiting/sleeping for a little bit. He'll find his way there eventually."
Apparently switching to the earlier version of the file fixed the issue for me. I had actually waited 3 days in-game and he was still standing in his room in the AS lab.
Ah okay, I wasn't sure if you had actually tried waiting or not, sorry! I'll try repacking the archive and reupload V2 as soon as possible. I can also include a loose files version too in case the problem persists.
EDIT: Already up! I don't know why half the scripts were missing from the archive but lo and behold - they were. Hopefully the newest version works now?
56 comments
I am revamping my mod pages and trying to update all my mods. But just popping in here to say I am now no longer planning on adding anything more to this mod and it is considered complete (barring any further needed bug fixes).
Thanks again for downloading and endorsing!
Is there a reason why this mod edits a minuteman save trader radiant quest though?
Have you tried the loose files version?
1. Select Shaun (or type "prid 5c338" then "moveto player" if he's not nearby)
2. setrelationshiprank player 4
3. setplayerteammate 1
4. setconsolescopequest followers
5. forcerefintoalias companion
You'll be able to trade, talk, and make him stay/follow! To dismiss him, simply ask another companion to follow you. This is because every time you click "talk" on the menu with him, he'll say one of his usual lines. You obviously won't be able to ask about your relationship with him. If you're going to do this, I recommend doing AFTER he gives you the Wazer Wifle, because it may make initiating the junk dialogue with him hard. If you have the mod "better child settlers" then adult clothing will be equippable to kids, so you can put Shaun in a Vault 111 suit. I also like to use commands to equip a pip-boy to him, just like the vault boy he was meant to be.
You can do the same thing with Father, even after endgame (assuming you didn't blow his head off). I find it especially fun to dress him up in the Vault 111 suit and run around with him, too. Just warp Father to you with "prid 5c337" then "moveto player" and follow the commands above. When you speak with Father, he'll say things like "It's truly wonderful here, isn't it?" Father will never be hostile with you, so you can do it even if you didn't side with the Institute.
I haven't tested it yet, but if you have the mod for Dogmeat "Everyone's Best Friend" http://www.nexusmods.com/fallout4/mods/13459/? then you can set Shaun as "forcerefintoalias dogmeatcompanion" and Father to "forcerefintoalias companion" and travel with them both at the same time. Again, I haven't tested this yet, but it's a neat idea.
"It will take Shaun one game hour to leave the Institute, and he will go to Sanctuary before traveling to whatever settlement you picked. This was just the easiest way I could script it and should totally be a non-issue because by the time you get to where you wanted him to go, he should already be there anyway. If he's not, try waiting/sleeping for a little bit. He'll find his way there eventually."
EDIT: Already up! I don't know why half the scripts were missing from the archive but lo and behold - they were. Hopefully the newest version works now?