If you have the latest (and only the latest) UFO4P, OR if you have EBF 3.0 or greater, then you no longer need this patch (don't need both, just either one). Note that the UFO4P sets the interval to current Beth default of 4-5 minutes. If you want the longer timers, you can still use this patch here with no ill effects.
If you don't have either of those, then this mod is still needed to fix the issue.
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YOU WILL HAVE TO GRAB A COMPANION AND THEN DISMISS THEM FOR THE FIX TO TAKE EFFECT.
COMPATIBILITY:
Unlimited Companion Framework: Conflict resolved! Version 1.1 of this patch has installer options for compatibility with UCF.
Everyone's Best Friend: This fix is incorporated into EBF v3.x, so no need for this patch - just update EBF to 3.x and you're set!
You may also be interested in You Talk Too Much which nerfs the distance that NPCs initiate conversations or comments. They're different functions, but the ludicrous range they trigger on definitely contributes to settlements becoming annoying.
The game will occasionally re-break this setting, most often if you load a save in a settlement with your last-dismissed companion. Grabbing / dismissing the babbler will set them back to whatever interval you chose on install.
On load, the game again tries to init these values, fails, and they become zeroes again. I don't think I can find a safe way to intercept that, so the workaround will have to do.
Thanks to AnjyBelle and everyone for their reports.
I have never heard of this, what do you mean by won't talk? They never say any of their lines, in any situation ever?
If that's the case you almost certainly have a broken mod or a mod conflict causing this. If anything, the companions in vanilla are chatterboxes who comment on every little thing... i don't recall ever hearing about a bug where they were silent.
This mod conflicts with the first companion that you try to recruit when trying to swap them with Dogmeat or just dismissing them.
What happens is when you try to dismiss your first current companion you'll have to choice where you want to send them (even if you have the mod Companion Go Home installed) to a settlement twice, one after another with a small pause in between both. I was able to find out what mod was causing this bug by installing one mod after another and this one was it.
I love this mod with the idea that I won't get bombed by my companions endless babbling but since they'll be at their homes I don't think that'll be an issue anymore. I'm leaving this comment just so if others have the same issue they can install/uninstall this mod to see if it fixes their problem.
Thanks for the info - it's probably conflicting with Go Home and/or a recent update. Thanks to the Creation Bludgeon, Bethesda keeps finding ways to make occasional changes that break stuff. I mean they wouldn't want to, like, fix any three-year-old bugs or anything. /lolsigh
I've just constructed a new lightsa^H^H^H^H a new PC out of the ashes of the previous 7-year-old's meltdown, so while I can't commit to a timetable yet (current job is pretty intense) I will be making a pass over all my stuff to see what needs work.
I've search everywhere for a fix for a problem I have exactly like yours. I uninstalled Companions Go Home AND started a new save and the problem STILL persists. I f*#@ing give up at this point.
That's reeeally weird, I've never had this issue, still unable to reproduce it. And I have tried both with and without CGH (which I've been using for years). Literally never even once in all these years.
The good news is that the base, default, 5-minute timer version is included in the UFO4P; I submitted it as well as the fix, but their philosophy is to alter as little as possible from the base game (which is the only sane way for them to do it) even tho the really short timer looked like a mistake to me but there's no way to confirm that. That's why I've left this mod up and active, so folks can use one of the optional timers.
Still, if something is conflicting with this mod... which is kind of odd, because it's essentially the same code fix the Unofficial Patch is now using.... you can still be free from the bug by making sure you use the UFO4P (which really everyone should anyway).
Let's get something clear here, folks: Thankfully, 99.99% of y'all on my pages have been pretty cool. Fun to talk to, even.
But if a person (virtually) walks up to someone....
Someone who voluntarily put their precious free time and effort into building something cool....
Who did this work for free, with no expectation of reward other than hoping more than 10% of you hit that Endorse button, since even a single click on an icon is too much effort for the 90% of those who feel entitled to the labor of others for free....
To someone who was not born with a computer in their head, but spent time and effort learning how things worked so they COULD make cool things...
If, after all that work and effort, this person goes and tells a mod author that they are in any way "selfish" then i regret to inform that person that they are a fkn moron. "Selfish" is making demands of strangers as if they owe you something. They do not. "Selfish" is rampant entitlement that thinks wanting something grants some special right. It does not.
Pro Tip: if you believe someone's work is valuable and vital, perhaps that means you should consider treating the human person who DID that work with a modicum of respect.
And for those who can't handle respect, why, you are absolutely free to go and make mods yourself. I eagerly await your contributions to the community.
That is all. You may resume fragging, gibbing, sniping, sneaking, and shaking your fist at Preston.
Just to let you know Spacefiddle, I've been using this godsend of a mod since day #1 and never once have i had any kind of issue with it, let alone issues dismissing companions. This mod is one of those that goes into every playthrough. If it's not there, its a significant miss. Thank you.
I never commented on anything here, but you my friend made my home with Piper, Cait and Curie so peaceful. I can finally listen to the god damn radio. You are a god. Thanks.
Hahah, very welcome. This and the stealth fix were my first two mods I attempted, as they were both driving me absolutely nuts. This one took longer to track down. Tracing the chain of events thru Beth's code was.... interesting, lol
If you see this: are you still using the mod? I have a report after your post saying that companions can't be dismissed as of mid-January if this mod is active. Has that happened to you?
120 comments
Note that the UFO4P sets the interval to current Beth default of 4-5 minutes. If you want the longer timers, you can still use this patch here with no ill effects.
If you don't have either of those, then this mod is still needed to fix the issue.
-
YOU WILL HAVE TO GRAB A COMPANION AND THEN DISMISS THEM FOR THE FIX TO TAKE EFFECT.
COMPATIBILITY:
Unlimited Companion Framework:
Conflict resolved! Version 1.1 of this patch has installer options for compatibility with UCF.
Everyone's Best Friend: This fix is incorporated into EBF v3.x, so no need for this patch - just update EBF to 3.x and you're set!
You may also be interested in
You Talk Too Much
which nerfs the distance that NPCs initiate conversations or comments. They're different functions, but the ludicrous range they trigger on definitely contributes to settlements becoming annoying.
On load, the game again tries to init these values, fails, and they become zeroes again. I don't think I can find a safe way to intercept that, so the workaround will have to do.
Thanks to AnjyBelle and everyone for their reports.
Actually, ended up removing this. Not sure if it caused it or a combo/conflict of mods, but now they never say anything.
If that's the case you almost certainly have a broken mod or a mod conflict causing this. If anything, the companions in vanilla are chatterboxes who comment on every little thing... i don't recall ever hearing about a bug where they were silent.
What happens is when you try to dismiss your first current companion you'll have to choice where you want to send them (even if you have the mod Companion Go Home installed) to a settlement twice, one after another with a small pause in between both. I was able to find out what mod was causing this bug by installing one mod after another and this one was it.
I love this mod with the idea that I won't get bombed by my companions endless babbling but since they'll be at their homes I don't think that'll be an issue anymore. I'm leaving this comment just so if others have the same issue they can install/uninstall this mod to see if it fixes their problem.
I've just constructed a new lightsa^H^H^H^H a new PC out of the ashes of the previous 7-year-old's meltdown, so while I can't commit to a timetable yet (current job is pretty intense) I will be making a pass over all my stuff to see what needs work.
Thanks again!
The good news is that the base, default, 5-minute timer version is included in the UFO4P; I submitted it as well as the fix, but their philosophy is to alter as little as possible from the base game (which is the only sane way for them to do it) even tho the really short timer looked like a mistake to me but there's no way to confirm that. That's why I've left this mod up and active, so folks can use one of the optional timers.
Still, if something is conflicting with this mod... which is kind of odd, because it's essentially the same code fix the Unofficial Patch is now using.... you can still be free from the bug by making sure you use the UFO4P (which really everyone should anyway).
Thankfully, 99.99% of y'all on my pages have been pretty cool. Fun to talk to, even.
But if a person (virtually) walks up to someone....
- Someone who voluntarily put their precious free time and effort into building something cool....
- Who did this work for free, with no expectation of reward other than hoping more than 10% of you hit that Endorse button, since even a single click on an icon is too much effort for the 90% of those who feel entitled to the labor of others for free....
- To someone who was not born with a computer in their head, but spent time and effort learning how things worked so they COULD make cool things...
If, after all that work and effort, this person goes and tells a mod author that they are in any way "selfish"then i regret to inform that person that they are a fkn moron.
"Selfish" is making demands of strangers as if they owe you something. They do not. "Selfish" is rampant entitlement that thinks wanting something grants some special right. It does not.
Pro Tip: if you believe someone's work is valuable and vital, perhaps that means you should consider treating the human person who DID that work with a modicum of respect.
And for those who can't handle respect, why, you are absolutely free to go and make mods yourself. I eagerly await your contributions to the community.
That is all. You may resume fragging, gibbing, sniping, sneaking, and shaking your fist at Preston.
Thank you!
This mod is one of those that goes into every playthrough. If it's not there, its a significant miss. Thank you.
If you see this: are you still using the mod? I have a report after your post saying that companions can't be dismissed as of mid-January if this mod is active. Has that happened to you?