Hi all! It's been an incredibly long time since I've last been on here. To simply put it, life happens and some things took major priority which is why I had to put this mod on hold. I apologize for not giving any closure or updates regarding the future of this mod. However, as of now the Nora Spouse Companion mod will continue to be supported and given future updates.
First of all, thank you to all the users who have helped trouble shoot this mod to anyone who was experiencing issues, glitches, compatibility issues with the Nora Companion Mod. I'm extremely grateful, and will try to be more active on Nexus to provide available help and updates.
So what's next for the Nora Spouse Companion? Well, I'll show you! Nora Spouse Companion DLC Support Trailer: https://www.youtube.com/watch?v=0CHO6DHhip8&feature=youtu.be
Far Harbor and Nuka World DLC support are coming to soon to the Nora Spouse Companion Mod! When? Well, I don't have a set release date, but I'm hoping for a March or April 2020 release!
Progress Update: Far Harbor is mostly complete as Nora will engage in dialogue in quests where Longfellow and Nick typically comment or interject. It's a matter of me play testing to ensure Nora engages in dialogue during the main and side quests.
As for Nuka world, there aren't that many dialogue interjections for companions in this dlc. Currently implementing and testing custom dialogue I created so Nora will be more interactive in this dlc.
Also, Nora's affinity has been updated for both Far Harbor and Nuka World.
For Users with experience in Creation Kit:
Currently, I have the NoraSpouse plugin as an esm in order to create the esp files for the Nuka World and Far Harbor DLC Support. It was necessary in order for the esp to reference objects from another file since esp cannot reference another esp unless it is a master file (esm). I am not a creation kit guru, but is there a work around for this? Or will I have to upload NoraSpouse as an esm file on Nexus in preparation for the DLC Support plugins?
Nonetheless, thank you to all who use the Nora Spouse Companion Mod! Please feel free to message or post if you have any questions!
Hello there. HouseVariable here. First, I would like to apologize for the delay, COVID-19 has certainly caused some hardships for my family and friends. Hope everyone is staying healthy and safe. Despite all the craziness and busyness, I’m relieved and happy to now release Nora Spouse Companion ver 1.2 and Far Harbor Support on Nexus. I’m not quite satisfied or done with working with Nuka World. Been super busy, but I’m hoping for a June release for Nuka World support.
Here are the changes:
Nora Spouse Companion ver 1.2 is now an esm file. This is necessary to allow for the dlc support plugins/ esp files to work.
Ver 1.2 adds some new idle chatter, greetings, and combat dialogue. I’ve been trying my best to replicate bugs posted on the mod page, however please be aware the mod may not be compatible with every mod, or needs to be in a specific load order. Also, make sure vortex or any mod manager you use installs the mod correctly. Thank you again to users who have been helping others troubleshoot some issues.
FOR USERS CURRENTLY USING ESP VERSION: Before updating/installing the esm file, I highly recommend you remove all items in Nora’s inventory and dismiss her. Uninstall esp file and install the esm file.
Since the main Nora Spouse.esm file is essentially a new plugin, you will have to find Nora again at Abernathy’s farm when the quest, “O Spouse Where Art Thou” triggers once loading your current save file.
Unfortunately, you will not be able to carry over her affinity and items from the esp version. Having both the esm and esp files will cause your game to have two Nora’s.
Far Harbor Support plugin adds: new dialogue interjections/interrupts to Far Harbor Quests. Quests Nick or Longfellow typically comment on. Updated affinity to support Far Harbor quests New Idle dialogue for Far Harbor Short quest commentary to quest ending of Far Harbor when asking Nora her thoughts. Ex. Dima's death, returning Kasumi to her parents, etc.
So what's next after dlc support? Other than dlc support, I've done everything I've wanted to do with this companion mod. However,.....
Currently brainstorming two possible features that may or may not happen:
One of them is a companion quest for Nora. Her companion quest would be called "The Replacement". This was one of Fallout 4's cut quests that did not make it into the game. My take on it would be after reaching max affinity, a random event will occur in which you and Nora will encounter synth versions of themselves in the Common Wealth.This would trigger Nora’s personal quest, “The Replacement”. Depending on whether or not you are allied with the Institute, the quest will go differently.
If the player is enemies with the Institute, the synth copies of Nate and Nora will be hostile when you randomly encounter them. Defeating them will continue the quest line in which you and Nora must investigate who, where, and why there are synth copies of you.
If the player is allied with the Institute, you will encounter Synth Nora and Nate alongside an Institute scientist requesting that they accompany you on a series of Institute missions. This will enable them to be potential companions.
Would Nora accept or tolerate a synth version of herself? Let me know what you think?
My other possible feature would be to have Nora as an additional companion who does not take up a companion slot. This would allow for two companions to accompany you.
Again, these are just some ideas I have in mind that may or may not happen.
Nonetheless, it has been 2 years since the Nora Spouse Companion has had it’s last update. I remember first creating this mod back in 2017, and it’s been an incredible journey learning how the creation kit worked, and being able to create a somewhat functional companion mod. Thank you again for the extreme patience, support, comments, suggestions, and constructive criticisms!
You know...it would be interesting if someone made a version of this for START ME UP: not just would it give players a more immersive way of starting the main quest by finding a hysterical Nora claiming Shaune got kidnapped and You a random wastelander/character, decide to help her...but it would be cool to gain her affinity cause now you're a total stanger assisting this woman in overcoming her grief and problems by reuniting her family.
Suprised no one's made a patch or submod of that huh...
This is a great suggestion. Basically a patch where you explore the vault and find her grieving over her dead husband Nate and needing help finding her kidnapped kid. I love it!
I wish this were possible too, tried to manually start the quest since it is bugged out with alternate start mods, but no luck so far. EDIT: Seems you can get the quest to start even if you use alternate start mods with console commands "startquest 0c001f48" to start it sorta, then "setstage 0c001f48 10" to force it to advance the questline to where you seek out Nora.
I once upon a time had it working in VR, and then it stopped working, not sure what happened, maybe try v1.1? I'm here exploring how to get this working again too, its an excellent mod
Nora works for the first hours normal. Then i cant see here anymore when i dont use quest Marking ( Noras where abouts ). When i reset the quest new then she stands again on Abernathy Farm but a few hours later again she becomes invisible again -.-
When using this mod together with German version of Language Lover, Nora continues using English voice lines. Anyone know of a patch or a way I can fix this myself?
I've tried everything but nothing works.. Her body is still in the chamber and the quest never starts, i went to the farm and she's not there at all. Can anyone help me with this?
Working fine for me? Do you have a conflicting Nora mod? Do you have the AFT Nora follower option enabled? Tried lowering Nora companion in your load order? Or are you on the newest version of the game? I'm rolled back, so that could be the issue.
Ignoring the missing voice lines if you're playing as the female sole survivor, is there any way to make it so that you can give her a different look & name? It looks like instead of her having her own 'duplicated' meshes, she just directly uses the female SS's data. In other words, she looks exactly like your character. Any idea how to make her unique in name and appearance and have it stick? (persist and not revert back)
2186 comments
First of all, thank you to all the users who have helped trouble shoot this mod to anyone who was experiencing issues, glitches, compatibility issues with the Nora Companion Mod. I'm extremely grateful, and will try to be more active on Nexus to provide available help and updates.
So what's next for the Nora Spouse Companion? Well, I'll show you!
Nora Spouse Companion DLC Support Trailer: https://www.youtube.com/watch?v=0CHO6DHhip8&feature=youtu.be
Far Harbor and Nuka World DLC support are coming to soon to the Nora Spouse Companion Mod!
When? Well, I don't have a set release date, but I'm hoping for a March or April 2020 release!
Progress Update:
Far Harbor is mostly complete as Nora will engage in dialogue in quests where Longfellow and Nick typically comment or interject. It's a matter of me play testing to ensure Nora engages in dialogue during the main and side quests.
As for Nuka world, there aren't that many dialogue interjections for companions in this dlc. Currently implementing and testing custom dialogue I created so Nora will be more interactive in this dlc.
Also, Nora's affinity has been updated for both Far Harbor and Nuka World.
For Users with experience in Creation Kit:
Currently, I have the NoraSpouse plugin as an esm in order to create the esp files for the Nuka World and Far Harbor DLC Support. It was necessary in order for the esp to reference objects from another file since esp cannot reference another esp unless it is a master file (esm). I am not a creation kit guru, but is there a work around for this? Or will I have to upload NoraSpouse as an esm file on Nexus in preparation for the DLC Support plugins?
Nonetheless, thank you to all who use the Nora Spouse Companion Mod! Please feel free to message or post if you have any questions!
Here are the changes:
Nora Spouse Companion ver 1.2 is now an esm file. This is necessary to allow for the dlc support plugins/ esp files to work.
Ver 1.2 adds some new idle chatter, greetings, and combat dialogue.
I’ve been trying my best to replicate bugs posted on the mod page, however please be aware the mod may not be compatible with every mod, or needs to be in a specific load order. Also, make sure vortex or any mod manager you use installs the mod correctly. Thank you again to users who have been helping others troubleshoot some issues.
FOR USERS CURRENTLY USING ESP VERSION: Before updating/installing the esm file, I highly recommend you remove all items in Nora’s inventory and dismiss her. Uninstall esp file and install the esm file.
Since the main Nora Spouse.esm file is essentially a new plugin, you will have to find Nora again at Abernathy’s farm when the quest, “O Spouse Where Art Thou” triggers once loading your current save file.
Unfortunately, you will not be able to carry over her affinity and items from the esp version. Having both the esm and esp files will cause your game to have two Nora’s.
Far Harbor Support plugin adds:
new dialogue interjections/interrupts to Far Harbor Quests. Quests Nick or Longfellow typically comment on.
Updated affinity to support Far Harbor quests
New Idle dialogue for Far Harbor
Short quest commentary to quest ending of Far Harbor when asking Nora her thoughts. Ex. Dima's death, returning Kasumi to her parents, etc.
So what's next after dlc support? Other than dlc support, I've done everything I've wanted to do with this companion mod. However,.....
Currently brainstorming two possible features that may or may not happen:
One of them is a companion quest for Nora. Her companion quest would be called "The Replacement". This was one of Fallout 4's cut quests that did not make it into the game. My take on it would be after reaching max affinity, a random event will occur in which you and Nora will encounter synth versions of themselves in the Common Wealth.This would trigger Nora’s personal quest, “The Replacement”. Depending on whether or not you are allied with the Institute, the quest will go differently.
If the player is enemies with the Institute, the synth copies of Nate and Nora will be hostile when you randomly encounter them. Defeating them will continue the quest line in which you and Nora must investigate who, where, and why there are synth copies of you.
If the player is allied with the Institute, you will encounter Synth Nora and Nate alongside an Institute scientist requesting that they accompany you on a series of Institute missions. This will enable them to be potential companions.
Would Nora accept or tolerate a synth version of herself? Let me know what you think?
My other possible feature would be to have Nora as an additional companion who does not take up a companion slot. This would allow for two companions to accompany you.
Again, these are just some ideas I have in mind that may or may not happen.
Nonetheless, it has been 2 years since the Nora Spouse Companion has had it’s last update. I remember first creating this mod back in 2017, and it’s been an incredible journey learning how the creation kit worked, and being able to create a somewhat functional companion mod. Thank you again for the extreme patience, support, comments, suggestions, and constructive criticisms!
Suprised no one's made a patch or submod of that huh...
EDIT: Seems you can get the quest to start even if you use alternate start mods with console commands "startquest 0c001f48" to start it sorta, then "setstage 0c001f48 10" to force it to advance the questline to where you seek out Nora.
Any ideas anyone?
How To Edit NPC and Companion Looks