Fallout 4
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Eskarn

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ESKARN

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About this mod

This mod allows you to hire and command a squad

Requirements
Permissions and credits
Changelogs
Fallout 4 Redefined proudly presents the Standalone Squad system

I have discontinued working on this mod, However if anyone wants to take over and continue making it better just send me a PM

This system allows you to hire new recruits and easily command them with hotkeys
As well as commanding your companions with the hotkeys
  • Appoint a squad leader
  • Order recruits to follow you, your companion or the appointed squad leader
  • Order them to attack move as a group
  • Set if they are aggressive or passive
  • Fix them up with their medical tab
  • Recruit a medic to fix up the other recruits
  • Buy a Pack Animal to store your junk in during your journeys
  • Sell the Pack Animals inventory at a trader using an inventory item
  • Configure what gets sold
Watch the video below for a full overview of this system

This is more of a framework then an mod but still has a full set of gunners you can hire and command
However modding in other factions is very easy and there will be another video below for modders



Feel free to join our discord if you have any ideas or suggestions or just want to chat
PLEASE REPORT ANY BUGS YOU FIND HERE OR ON THE DISCORD BUG SECTION

PLEASE PROVIDE FEEDBACK IF YOU CAN, HOW CAN I IMPROVE THINGS IF NO ONE SAYS ANYTHING?



INSTALLATION
REQUIRED: Download and install if you have not already
FO4 Hotkeys by registrator2000
All DLC required

Next Navigate to your Data folder and find Hotkeys.ini

and paste the following and then edit the keys to suit your controls
I=cgf "EskMM_GlobalFunctions.OpenSquadMenu"

Q=cgf "EskMM_GlobalFunctions.AttackMove"
Z=cgf "EskMM_GlobalFunctions.FollowMe"

NumPad1=cgf "EskMM_GlobalFunctions.SelectSquadMember1"
NumPad2=cgf "EskMM_GlobalFunctions.SelectSquadMember2"
NumPad3=cgf "EskMM_GlobalFunctions.SelectSquadMember3"
NumPad4=cgf "EskMM_GlobalFunctions.SelectSquadMember4"
NumPad5=cgf "EskMM_GlobalFunctions.SelectSquadMember5"

NumPad*=cgf "EskMM_GlobalFunctions.PackMuleToggle"
NumPad0=cgf "EskMM_GlobalFunctions.EmergencyPassive"
NumPad-=cgf "EskMM_GlobalFunctions.PassiveStop"
NumPad7=cgf "EskMM_GlobalFunctions.TeleportToPlayer"

AGAIN edit these controls to suit what you use
like i use Q because i don't use VATS(and have unmapped it) if you do use vats that key will have to be changed
List of possible keys

DO NOT RENAME THE ESM AS QUESTS REFERENCE THE NAME

LOCATION
Travel to Diamond city's Dugout inn and the gunners will be out front waiting for your caps

COMPATIBILITY
This mod overrides the companions package and adds in a keyword so they will obey commands
anything that edits the package or the companion quest will stop the companions from following commands but the squad members will still work

Compatible with
Unlimited Companion Framework
Your first companion will follow your orders and the next companion you get will follow you

MODDERS
If you would like to add in extra factions to the squad system here is a video made at 2am
I did forget something important but i fixed it after so watch the whole video first

If you have any questions on how the system works etc feel free to ask either here or on Discord



Credit
Feel free to use any of the squad system in your own mod
All source code has been included (i'm nice like that)
The only thing i ask is if you do use this system please give me some credit :)