Fallout 4

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MrTroubleMaker

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MrTroubleMaker

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53 comments

  1. MrTroubleMaker
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    Locked
    Sticky
    Have fun!
  2. tracker2010
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    any chance that you would make a patch for this to work with the companions from tales from the commonwealth or ellen?
    1. MrTroubleMaker
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      I haven't used those mods. I'll need to take a look.
    2. tracker2010
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      i know this is 2 years later but any chance for those patches?
    3. demonslayer2
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      Dude at this point i'd suggest learning how to do it yourself. Trust me, it's nowhere near as hard as you think.
  3. Babaloo321
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    How safe is this to uninstall? Will it bork my save if I do?

    Really cool mod btw!
    1. MrTroubleMaker
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      I don't think it will break anything. Do a test save first before you try anything.
  4. ImmortalAbsol
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    Hi, is it possible to restore the Material category?

    It used to be there and all I have relating to it is a mod that makes NPC's spawn with the paint of their faction.

    If anyone has ideas other than "use one mod or the other" I'd be very grateful.
    1. MrTroubleMaker
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      open both mods up in FO4 edit and combine the changes
  5. Bernt
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    Thank you very much for being able to get rid of Nicks awful "weapon"........... The other companion's weapons are not that bad. But Nicks.....
    1. MrTroubleMaker
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      welcome!
  6. zed140
    zed140
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    Hello, thank for the mod,
    Does the weapon damage modifiers are also applied to the companion weapon damage ?

    1. MrTroubleMaker
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      Yes, the weapons mods can change the damage, accuracy and range. Just like the player weapons.
  7. Frelayer
    Frelayer
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    Why can't I take out Dogmeat's teeth and sharpen them???? Un-immersive mod! Jk. ty ty.
    1. MrTroubleMaker
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      lol
      welcome!
  8. ALitTorch
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    This mod is working in an excellent fashion, The only issue i am Having is that Piper's Pistol isn't appearing in her inventory and when i try to craft it in a chem station, it doesn't appear in my inventory. Can i get some assistance?
    1. MrTroubleMaker
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      It's probably a mod conflict. Place this mod lower in your load order (near the end).

      I hope that helps!
  9. LucidLady
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    Hmm, i'm having a problem with this mod.
    There is no infinite ammo. It never appears in my inventory or my companion's.
    So my companion, Hancock, is running out of ammo and switching over to his default Knife weapon.
    Tried crafting a new companion weapon for him, but no infinite ammo showed up then either.
    1. MrTroubleMaker
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      You wont see the ammo, its for npc's only.
      It could be a mod conflict. Try this, disable the esp in your mod manager. Load game and make a save. Exit game and in the mod manager move the esp to the bottom of your load order. Enable the esp and load game back up. This should start the silent inf ammo quest again.
      i hope that helps. let me know.

      You could try to manually give him the ammo by console.
      open console `
      22615.additem 245D68 1000
    2. LucidLady
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      But, I only just now installed it for the first time.
      I never made a save with this mod active, my most recent save takes place before ever installing this mod.
      And the mod is automatically at the bottom of my load order, since it's the most recent mod i've installed.
      So shouldn't I just be able to load up my save and it'll start like it's supposed to?
      And, I looked over some of the other comments here and they were saying things like "if you don't want the infinite ammo" so I thought the infinite ammo was something you'd see.

      Admittedly I do have a lot of mods i'm dealing with. I'm trying to think of any that might have something to do with companions. I have SKK Unlock Companions mod, and it has an option to force them to equip their default weapon.
      That's actually what I wanted this mod to help with. I am not even sure it will do what I want. I basically want to change Hancock's default weapon entirely to either Piper's or Valentine's. I guess i'll try disabling SKK's mod, and then introduce this mod. That and Visible Companion Affinity are the only mods I have that aren't cosmetic changes.
    3. MrTroubleMaker
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      You should be able to swap out his weapon for any of the other followers weapons and any normal weapon (as long as you give him a few rounds for the weapon). The silent quest give each follower all of these "npc ammo"
      00245D53 ;308
      00245D69 ;fusion
      00245D6B ;45
      00245D6A ;10mm
      00245D68 ;shotgun
      0304D39C ;45-70
      060496EB ;762

      Do you use a multiple follow mod like "Unlimited Companion Framework" or similar? They have settings for the followers not to use ammo.

      I do use their base id to add the items and keywords, but also attach it to the current follower system. It may be his ref id needs to be added to the system to counteract possible other mods effects.

      let me know, if disabling the other mod doesn't work, I'll see if I can get a test version up for you that has a few adjustments made on it.
    4. LucidLady
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      Ah, I forgot. I have "Recruit 20 Followers" mod.
      It's extremely basic. Just 20 rings that you can give to an NPC and it will follow you.
      It only works on Humans, Synths, or Non-Feral Ghouls.
      It doesn't make them real companions, simply makes the NPC follow you kinda like one. They have infinite ammo in that state. (just like when you dismiss a companion, because the companion/npc is dismissed despite following you)
      So, Recruit 20 followers, SKK Unlock all Companions, and Visible Companion Affinity are the only three companion mods I have that aren't purely cosmetic.

      And I didn't clarify enough earlier - but my Companion, Hancock, doesn't "run out" of ammo for his default gun. He doesn't shoot it at all. He instantly switches to his default knife, as if he never had any ammo for the weapon. So, it's as if introducing your mod actually removes any of that magic infinite ammo that my companions may have had before installing it.

      I have the mod Cheat Terminal, and it comes with a setting to make companions not run out of ammo as well. So, I guess I have 4 mods that affect Companions in a not-purely-cosmetic way? The issue i'm having is, I don't want my companion to pick up random weapons off of enemies. I want them to use the one simple default gun, and nothing else. SKK Unlock All Companions offers an option to Force companions to only use their default weapon. Ok - good. Except, I want Hancock to use a pistol and not a shotgun. I thought I could use your mod to give him a different Default Companion weapon, in hopes that it would "trick" the SKK forced option.

      But I don't think that's going to work - at least not for Hancock specifically.
      I can't really try disabling the SKK mod, because that's what gives me the option to Force companions to use their default weapon. And that's what I want.
      Unfortunately, Hancock has two default weapons, unlike every other companion. He has a Shotgun and a Knife. That knife he takes out and spins around for an idle animation - it's not just for show, it is a weapon for him if (for any reason) he doesn't have his shotgun.

      So, if I take away his Shotgun and give him another default companion weapon, he'll always default to his Knife instead - because the SKK mod is forcing him to use his default weapon. And I guess it can't be tricked, thanks to the knife. But if I disable the SKK mod, it's only a matter of time before Hancock picks up some other random weapon. Because that's what every companion does - pick up the best weapon in the area around them, if it's better than whatever they're carrying currently. And I don't want that. Because I prefer my Companion doing as little damage as possible. I wanna do all the damage myself, y'know? So I don't want them constantly picking up expensive, nice guns.
      That's kinda contrary to the point of your mod, though. The point of your mod seems to be - make your companion's default weapons really strong so they don't want to use other weapons.

      So basically I guess i'm just boned lol
      Unless you'd consider adding an option into your mod that forces companions to use their default weapon only? Or make it so I can remove Hancock's Knife, as well? Then i'd be able to remove the SKK mod and see if that works.
      Thank you for taking the time to try and help me in my extremely-convoluted scenario here, in any case.
    5. MrTroubleMaker
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      I see what you are tying to do. Yeah this mod is for making them possibly better or to add skins to them (to make them more unique). Also yup, when I first was investigating things for this mod I was going to add his knife to the customizing list, but there wasn't any omods for it. So i never included it in an official release.

      Try this to remove that pesky combat knife.
      open console `
      22615.removeitem 62aa3 1

      his shotgun
      22615.removeitem 62aa4 1

      But it may come back because of that mod. Let me know if that helps. If it doesn't I might be able to make an esl that removes his knife on game startup.

      Also since you have mods that add infinite ammo for followers, you could give him a weak pipe pistol and a few rounds. The follower weapons are stronger then the equivalent ones you find in game (no mods added).
  10. marcellodpp
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    Great mod.
    For anyone trying to use this mod to just remove the companions weapon: you can activate it, remove their weapon, and if you don't want the infinite ammo that comes with it, like I don't, just deactivate the mod, they will be without any weapon and ammo. Don't know if at some point the companions reset and get their weapons again or something like that but currently I tried that on cait and piper and they both have no weapon, if at some point they get their weapons back I'll edit this post.
    1. MrTroubleMaker
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      Thanks! If the weapons come back (which I doubt) you could use the older version and keep it in your load order. In in the old section, V1 of the mod doesn't include the infinite ammo keywords. Their weapons will run out of ammo, but since its companion ammo you can't give them more. You will then have to give them a usable weapon and ammo.
  11. halkonnen
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    works great! can you also add the other items the companions have in their inventories?
    1. MrTroubleMaker
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      Thanks! I don't know what else I could add other than Hancock's knife, but that is added to him by a script and isn't a special version. What items were you thinking about?
    2. halkonnen
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      clothes. not all companions drop their clothes to the inventory, if you give them new ones. this is not a big deal, but a little bit unimersive. at last for me. so no big deal if you don't add their outfits to your mod. :-)
      at last i can take prestons heavy laser musket from him and let him carry more of my junk! :-D
    3. MrTroubleMaker
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      When I made this mod there were/are mods that add clothe crafting, I didn't want to be redundant.