Update 1.27. Fixed the second companion selection window for the Call and Remote dismiss command. Increased minimum auto teleport distance from 30m to 60m on Follow me command. When laying out the bag on the ground outside the territory of the settlements, the things in the bag become available on workbenches in a small radius.
El mod funciona perfectamente con Ivy, el único problema es que Ivy funciona al 50% (por decirlo así, más o menos) Resumiendo, como lo dice el creador de Ivy: no se completan al 100% los diálogos. en ningún lado dice que se rompe Ivy, y lo he comprobado jugando mucho. Nunca sabré cuales son esos diálogos y quizas, misiones, no se ni me importa. Yo no puedo jugar sin compañeros, nadie me lo va a prohibir, así que Ivy siempre está entre ellos aunque se que no se completarán todas sus líneas de diálogo, no importa. Ivy no se rompe. Pienso que el creador de Ivy les tiene un especial odio a los mods de seguidores que nos alegran la vida. Porque simplemente dice, NO USE MODS DE SEGUIDORES...Prepotente, aunque igual gracias por la simpática y loca Ivy. Descargen el mod de Darlene, también es ligeramente parecido, lo recomiendo.
As for the language... I don't understand any English at all, so I simply write my post in Spanish and if you want to read it, translate it with Google translator XD It's the only way to be sure that what I write is what it is. GOOGLE TRANSLATE.
Companions instantly die when get headshot although setting is immortal (and protected too). Didn't happen with AFT so I'm pretty sure it cause by this mod.
Is this compatible with 'Danse GTFO Power Armor'? I know Liga has this option, sort of, but it's kinda wacky in a way that everyone would just steal a power armor as well. That's why I got the Danse GTFO PA mod so I could isolate it to just Danse. But then I just got him in my team and I just realized that he's not relaxing/loitering/sandboxing like all the other companions when in his power armor. Though he does relax if I tell him to leave the power armor. Guarding works for him too (in or out of the power armor). So I was wondering if the 'Danse GTFO Power Armor' was interfering.
EDIT: Yeah, there's definitely something interfering with the two. Also I didn't realize Liga has an option to tell single companion to get out of the power armor, my bad, sorry about that. This time I did try to make Danse get out of the power armor through Liga command instead and he can relax now when I tell him too. Only problem is that he still isn't loitering automatically even when loitering is set to 'on'.
In power armor, no one sits in the sandbox, as conceived by the game, and this mod supports this rule. Otherwise, the companion will leave the power armor. In order for the companions to rest, it is necessary to command them to leave it.
Ah thanks for the reply. Yeah, I just found out now that Danse gets out of his armor when relaxing lol.
Anyway, great mod, would you be willing to increase the "dogmeat" slot to two, if it is possible I mean? I found a standalone dog mod with a similar dogmeat AI. Tried to add him to the team but couldn't even though I had space more for a few more companions. I guess that dog mod basically functions as dogmeat and I realize that Dogmeat uses a different slot from the rest of the companions.
Dog and Dog from the mod have their own AI packs, which are different from all other companions, so they need separate slots. I will increase the number of slots for unique dogs as soon as I get to the game.
Delete the mod with the holodisk command, then save the game, delete all mod files, download and save the game again. Only after all these operations, install the new version.
I started a new game by installing 1.27. Now my companions sometimes use lock-opening animation instead of attacking. I didn't see this in version 1.25. Sometimes forcibly sending a companion to attack, he begins to open the lock. Also, companions often completely ignore the battle going on around them until they are injured. I also can't save while sleeping in the Home Plate. Managed to save only the first time. With each new attempt to sleep, the message "you cannot sleep if you are asked to leave" appears. Who's asking? Why?))) I tried downloading the game without mods at all, but the message keeps popping up. I usually stay in my sleeping bag at the market. The listed problems may be due to your mod? Sorry for the English, it's all a translator
In the League, the listed oddities are not provided, but there is an overload of the game engine. This can happen due to several reasons: incorrect operation of any mod, conflict between mods, more companions than the CPU can handle. It is enough to reinstall or update the incorrectly working mod, also let go and invite companions again, reduce their number. Try to restart the League with a command in the menu.
Hi, I have an issue where once recruited none of my followers will leave, even after I dismiss them. They all still work just fine in every other way but as you can probably imagine, things get a tad overcrowded lol. Any idea what I might have done wrong & how to fix it? If no easy fix, is there a way to dismiss using console commands? (I'd prefer to avoid using them if possible but I just want a way to send Nick, Piper, Ada etc somewhere once their quests are completed). Great mod still. All assistance gratefully appreciated, thanks.
This can be done in two ways: using the R dialog individually with each companion and in the G menu with the Remote release command. If that doesn't work, restart the mod from the G key menu.
OK, thanks. I'll give it a try. They all react as usual when I tell them to leave but they just don't go anywhere afterwards & carry on following. Hopefully, this'll sort it. Cheers!
Hey bud, I wanna say I like this mod so far! Though I must say the interjections feature is quite underwhelming, blame the engine for that. May I ask what's the difference between sending freed companion to settlement/home and settlement/home (finally)? Haven't try the later though.
Finally completely frees the companion from the mod, disabling the teleporter, map marker, healing, changing armor and clothes, making room for vacationers and unloading the game.
Something broke in the work of the settlements. Perhaps reinstalling one of the mods for organizing work in settlements will help. Also install/update the unofficial patch, this fixes the settlements well.
Hi, I have used this mod in the past, usually with very good results. I have been away from FO4 for about 2 years though, and the modlist I am playing includes this mod (which I was glad to see).
It seems to be set up to recruit automatically...for example, when talking to Ivy, there is no option to NOT recruit her. Liga gives a message about it and then, as far as I can tell, she is then in the Liga system. Of course, this is BAD for any follower with their own follower system. Is there something I can read that explains how to avoid this?
Unfortunately, automatic recruitment cannot be avoided, since it occurs at the will of the companion, and not by fashion. The mod does not recruit itself, but only processes the companion's recruitment request. At the same time, the request cannot be rejected, because this will cause gameplay problems in the future, when self-recruitment will be necessary for the plot or circumstances. We only have to let the uninvited go.
1355 comments
Fixed the second companion selection window for the Call and Remote dismiss command.
Increased minimum auto teleport distance from 30m to 60m on Follow me command.
When laying out the bag on the ground outside the territory of the settlements, the things in the bag become available on workbenches in a small radius.
As for the language... I don't understand any English at all, so I simply write my post in Spanish and if you want to read it, translate it with Google translator XD It's the only way to be sure that what I write is what it is.
GOOGLE TRANSLATE.
EDIT: Yeah, there's definitely something interfering with the two. Also I didn't realize Liga has an option to tell single companion to get out of the power armor, my bad, sorry about that. This time I did try to make Danse get out of the power armor through Liga command instead and he can relax now when I tell him too. Only problem is that he still isn't loitering automatically even when loitering is set to 'on'.
Anyway, great mod, would you be willing to increase the "dogmeat" slot to two, if it is possible I mean? I found a standalone dog mod with a similar dogmeat AI. Tried to add him to the team but couldn't even though I had space more for a few more companions. I guess that dog mod basically functions as dogmeat and I realize that Dogmeat uses a different slot from the rest of the companions.
May I ask what's the difference between sending freed companion to settlement/home and settlement/home (finally)? Haven't try the later though.
It seems to be set up to recruit automatically...for example, when talking to Ivy, there is no option to NOT recruit her. Liga gives a message about it and then, as far as I can tell, she is then in the Liga system. Of course, this is BAD for any follower with their own follower system. Is there something I can read that explains how to avoid this?
Thanks!