its not immersive. can you create a quest mod after you destroy the institute, the dead body of x6 can be discover somewhere and you can go to him and 'fix' him so he will be able to join you later on. i am willing to wait..
I agree with you, but you shoul have asked nicely... Your idea about discovering X6 body to reprogram him to be friendly is clever ( like just go near the body use a repairkit and go ^^ ) Just for the immersive !
I think the mod author can do the trick when he will update and fix his mod.
sorry. english not my first language. Chinese is. next to malay, hokien, cantonese. so english is my..... 4th or 5th language. pardon my rudeness. (living in malaysia)
Just was looking in the Banished From The Institute Script and found this: ComX688.SetStage(91) (Alias_InstKickoutX6.GetActorRef() as CompanionActorScript).SetAffinity(-5000)
The setStage 91 for the X6 quest has this FollowersScript.GetScript().DismissCompanion(Alias_X688.GetActorReference(), FALSE) Alias_X688.GetActorReference().RemoveFromFaction(HasBeenCompanionFaction) (Alias_X688.GetActorReference() as CompanionActorScript).SetHasLeftPlayerPermanently()
So a couple of things. First, a variable is set that X688 has left the player permanently and removes him from the list of possible companions (hasBeenCompanion removal probably means that he cannot be recruited again like other followers). In addition, the setaffinity to -5000 is probably why he attacks settlers as they're probably considered 'allies' to the playerfaction and also prevents him from being recruited again.
So yeah, it's definitely not just the factions. It's a part, yes, as this is called as well Game.GetPlayer().RemoveFromFaction(InstituteFaction) InstituteFaction.SetEnemy(PlayerFaction)
But for X6-88, it does more than just set the Player as an enemy to the Institute faction.
I did the faction removing with Console Commands, but while X6 remained friendly, she only wanted to trade after getting "Enemy Of Institute" status.
Then, when I bodged my way through the final quest line, skipping bits that added "Enemy Of Institute" status with console (pretty damn awkward as Maxson was not in the right place) and suceeded in keeping X6 as a companion, she was STUCK in walk mode. I could force command a run by entering companion command mode, but whenever I wasn't telling her to go somewhere manually, walking.
Faction removal is part of the step, but I think the companion quest needs altering to maintain follower abilities.
it's not ideal tho.... all that mod / quest does is give you sentinal status but it wont officially unlock the quarters you get normally..not that using a console command to unlock that door is to hard but still.. also all the BOS npc's will still be butthurt most of the time when u run into em cause u finished with the minutemen.. just once ina while one will salute or say " hi sentinal " or something instead of bitching about the minutemen... also when u do this and then start the far harbor quests ull endup with 2 quest.. to inform the railroad and/or the brotherhood of arcadia's ecxistance... 1 quest obviously cant be completed and will stay in your log for ever... havent been able to find the console code to complete it :p
for me personally i only keep them alive for vertibird support cause it's fun once ina while togo from A to B ina vertibird.. wich is now fixed by the mod " minutmen overhaul 2.0 " wich gives shiny bright blue minutemen vertibirds... and when u arrive at destination some minutemen in powerarmor exit with you to help secure the area
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The author has locked this comment topic for the time beingi am willing to wait..
Just for the immersive !
I think the mod author can do the trick when he will update and fix his mod.
Just was looking in the Banished From The Institute Script and found this:
ComX688.SetStage(91)
(Alias_InstKickoutX6.GetActorRef() as CompanionActorScript).SetAffinity(-5000)
The setStage 91 for the X6 quest has this
FollowersScript.GetScript().DismissCompanion(Alias_X688.GetActorReference(), FALSE)
Alias_X688.GetActorReference().RemoveFromFaction(HasBeenCompanionFaction)
(Alias_X688.GetActorReference() as CompanionActorScript).SetHasLeftPlayerPermanently()
So a couple of things. First, a variable is set that X688 has left the player permanently and removes him from the list of possible companions (hasBeenCompanion removal probably means that he cannot be recruited again like other followers). In addition, the setaffinity to -5000 is probably why he attacks settlers as they're probably considered 'allies' to the playerfaction and also prevents him from being recruited again.
So yeah, it's definitely not just the factions. It's a part, yes, as this is called as well
Game.GetPlayer().RemoveFromFaction(InstituteFaction)
InstituteFaction.SetEnemy(PlayerFaction)
But for X6-88, it does more than just set the Player as an enemy to the Institute faction.
Keep up the good work though!
Then, when I bodged my way through the final quest line, skipping bits that added "Enemy Of Institute" status with console (pretty damn awkward as Maxson was not in the right place) and suceeded in keeping X6 as a companion, she was STUCK in walk mode. I could force command a run by entering companion command mode, but whenever I wasn't telling her to go somewhere manually, walking.
Faction removal is part of the step, but I think the companion quest needs altering to maintain follower abilities.
Requires the Minutemen ending but better than nothing
for me personally i only keep them alive for vertibird support cause it's fun once ina while togo from A to B ina vertibird.. wich is now fixed by the mod " minutmen overhaul 2.0 " wich gives shiny bright blue minutemen vertibirds... and when u arrive at destination some minutemen in powerarmor exit with you to help secure the area