Endorse if you want lol kind of funny saying that since there is no file to download but it took 2 days and using tes5edit to find the correct quest and also brushing up on my console commands for skyrim!
Im curious if there is a way to get rid of the second follower. Dismissing doesn't seem to do anything. I'm guessing we need to set their state back to whatever it was before but I have no idea how to do that
emptyrefalias companion and emptyrefalias dogmeatcompanion but i have not tested it yet. also make sure to have setconsolescopequest followers put in first
You have to upload something anyways, or the Nexus staff will come around and delete your mob because it has nothing to download (unless this policy has changed since last I checked a few years ago).
I am totally interested if people find other temp npc quests I prefer not to finish those and get another follower also those followers are able to be replaced too since i would just have to look up the quest editor id and replace the reference alias the same way!
Update if anyone wants to help speed this up load a save with the quest at the top of your pipboy and type this into the console.
( showquesttargets )
and go to the top of the list and and give me the the quest id at the top .
It would speed this process up!
It needs to be the top quest otherwise it would be somewhere else in the list i suppose you could count down in your pipboy and your list.
if you wanted to find more temp followers to convert you can check out Jack Cabot. It's not easy to get to him though, it's the final mission in a 3 missions chain and it's started by a Ghoul nammed Edward Deegan in Bunker Hill. Although you'd miss out on the final rewards which are pretty nice and a really interesting story plot, but if you dont care about that then whatever
starts here http://fallout.wikia.com/wiki/Special_Delivery
so basically i found a temp followers named travis he follows you on a quest you then do not complete the quest and he follows you around then you type setplayerteammate 1 to trade with and such thats about it!
ok so i am on that quest but i have yet to get jack to follow me it will take a bit since i am trying to force the quest stages to happen so i do not have to do the quest already did that with travis on another save so i replaced him right at the beginning if the id is ms09 i will start it up and forceit to the stage where he follows!
okay, btw i found a way to switch out honest dan with setconsolescopequest ms17 doing the same thing you said to do with travis but i don't like honest dan as you have to get him back every now and again due to him walking away everytime you go to certain places, if there is a way to make him follow all the time that would be great LOL but oh well, theres still two more i gotta get thanks to mercbeast
Fallout 4 does something that Skyrim never did with this engine, it can create variable entries of a single reference by adding a digit to it and calling it a collection/collective. I've yet to find the command to edit or remove collective references, as a mere emptyrefalias or forcerefintoalias does not work for those alternative grouped reference entries.
In Skyrim it was a matter of editing the .psc script, adding entries such as follower2, follower3, follower4, etc. I did a few missions that way having all of the Whiterun Companions coming along. No doubt with creation kit there, or the old .pex to .psc converted of Skyrim, this can be done for Fallout 4 also.
I see you haven't posted here in a while, but here's hoping you spot this. I have Piper and Dogmeat following me, and they both got hurt so have to stimpak them. Problem is, I could only stimpak Piper. Dogmeat got hurt first, then Piper. After Piper got hurt, Dogmeat stood up like he (or she?) isn't hurt, but won't move. After I left the area, a message popped up saying that Dogmeat went back to Sanctuary, exactly as if she was hurt and I left her.
Would you happen to know of a console command to allow me to stimpak Dogmeat too if both followers are hurt?
To do this properly, you're going to need to edit and add scripts. Almost a 100% guarantee of corrupted saves. Sorry, not trying to rain on your parade! It's cool you got it working in your game. IMO, messing around with the console commands is fine when you are just risking your game progress. However, putting this method out there is going to get your serious grief, when users lose many hours of game play due to corrupted saves and CTD's I'll be sure to check back when the CK has been released...and a save tool cleaner
I really want to be able to have 2 companions at once. It's going to be a pain, however...even with a working, scripted mod. Especially with two of the game-programmed human/mutant/synth companions. I'm sure you know all about the crappy companion following AI, they are *constantly* in your way.
In Skyrim, we had to wait for UFO/EFF/AFT mods to come out in order to have more than one companion without breaking the game. I'm of the opinion that this will also be true with FO4.
is their another way to disable followers because i used this and accidentally saved and now curie wont leave me alone so help its getting on my nerves
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If you know that'd be awesome info to share.
Edit: You SHOULD also use "setplayerteammate 0" to switch them back to their normal dialog instead of the command dialog.
then be nice.
Update if anyone wants to help speed this up load a save with the quest at the top of your pipboy and type this into the console.
( showquesttargets )
and go to the top of the list and and give me the the quest id at the top .
It would speed this process up!
It needs to be the top quest otherwise it would be somewhere else in the list i suppose you could count down in your pipboy and your list.
starts here http://fallout.wikia.com/wiki/Special_Delivery
and type this command into the console
( showquesttargets )
and go to the top of the list and come back here and give me the id for the quest it will be at the top of the list.
That would speed this process up!
the very top one says -
Current quest: MS14
1 current targets
Target 1:reference: (00002EFD), load door: (0023953D)
Secret of Cabot House id is ms09
In Skyrim it was a matter of editing the .psc script, adding entries such as follower2, follower3, follower4, etc. I did a few missions that way having all of the Whiterun Companions coming along. No doubt with creation kit there, or the old .pex to .psc converted of Skyrim, this can be done for Fallout 4 also.
I see you haven't posted here in a while, but here's hoping you spot this. I have Piper and Dogmeat following me, and they both got hurt so have to stimpak them. Problem is, I could only stimpak Piper. Dogmeat got hurt first, then Piper. After Piper got hurt, Dogmeat stood up like he (or she?) isn't hurt, but won't move. After I left the area, a message popped up saying that Dogmeat went back to Sanctuary, exactly as if she was hurt and I left her.
Would you happen to know of a console command to allow me to stimpak Dogmeat too if both followers are hurt?
Regards. And thanks for sharing what you found!
I really want to be able to have 2 companions at once. It's going to be a pain, however...even with a working, scripted mod. Especially with two of the game-programmed human/mutant/synth companions. I'm sure you know all about the crappy companion following AI, they are *constantly* in your way.
In Skyrim, we had to wait for UFO/EFF/AFT mods to come out in order to have more than one companion without breaking the game. I'm of the opinion that this will also be true with FO4.
Thank you!
Click on Piper
forcerefintoalias companion
setplayerteammate 1
Click on dogmeat
forcerefintoalias dogmeatcompanion
setplayerteammate 1
Thanks!
setconsolescopequest followers
emptyrefalias companion
emptyrefalias dogmeatcompanion
But I never tried this as well.