Fallout 4

File information

Last updated

Original upload

Created by

SKKmods

Uploaded by

SKKmods

Virus scan

Safe to use

67 comments

Comments locked

The author has locked this comment topic for the time being
  1. SKKmods
    SKKmods
    • premium
    • 1,267 kudos
    Locked
    Sticky
    ********************************************************************************************
    SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
     
    If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8

    If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com

    SKK solutions are provided as-is for personal use only. No commercial use, monetization, re-use, packaging, re-packaging or distribution of SKK created code/scripts in whole or in part is allowed.
    © 2021 [email protected] all rights reserved.
    ********************************************************************************************
  2. Sonja
    Sonja
    • member
    • 181 kudos
    Potentially a stupid question, but I did just run a search on the forum thread side of this page, and nothing came up...
    I have very recently made my character an enemy of the Institute by telling "Father" that I freed the synths following Bunker Hill, and of course, X6-88 (whom I've never actually recruited as a companion, (just did Libertalia with him as per normal) was recalled home. (I'm hoping for a Minute Man ending, and I also have The Danse Dilemma installed)
    If I were to use this mod to  retrieve X6-88, and remove his likely hostility, would doing so bugger up my game? I know that summoning X6-88 before you've done the initial Institute stuff will cause an issue with the questline, but I already kind of closed myself out of that anyway. There is also the potential for issues/conflicts with the Danse Dilemma, but I always make named backups of my save-games, before adding mods, or initiating major turning points, especially when working with more complex mods like this, so it would be easy enough to revert back if need be. I'm basically just trying to inject a little player agency, given the vanilla game's general lack thereof.
    If you aren't certain, I can also just test things out, and roll back if required, I was just wondering if you knew offhand.
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      This mod will not help much with "unlocking" X6 after being kicked from the institute.

      What you need to do is remove X6 from all of the following factions to esnure there are no behavioral issues:
      Institute, CrimeInstitute, SynthFaction, CompanionCrimeFaction_X6-88 (which is linked back to CrimeInstitute), DisallowedCompanionFactiuon

      Add X6 to faction: HasBeenCompanionFaction.

      Then moveto player and you shoudl be able to recruit.

      One thing is when you dismiss X6, the actor may return to the Institute rather than a selected workshop due to AI package priorities that can not be cleared. So you always have to moveto player before recruiting.
    2. Sonja
      Sonja
      • member
      • 181 kudos
      Thanks so much!
      I'll give those commands a shot.
      I'm also using Liga of my Companions (I've found it's the least intrusive, least buggy multi-companion mod), so I may be able to have that both install him in a settlement somewhere, and, subsequently, summon him.
  3. henyo10
    henyo10
    • member
    • 0 kudos
    Just a concern, used this mod on hancock, cait, and dogmeat and I noticed some bugs. Firstly, unlocked companions tend to go home randomly from what I noticed. They tend to stay randomly for some reason and it would cause companions not to follow me during fast travel etc.

    Lastly, Hancock is a little buggy if you unlock him, sometimes when you talk to him, he still acts like the mayor of GN.

    PS I use AFT and this is the first time I'm noticing this behavior on my companions.
  4. assasinxtg
    assasinxtg
    • member
    • 2 kudos
    This mod save my game. Thanks for everything.
  5. waspdeath
    waspdeath
    • premium
    • 14 kudos
    If you break Curie (robot) out of the vault before you use this can you still use this to retrieve her synth form? I'm getting her robot form sent to me, even after I dismiss the robot.
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      You have to fix her the hard way if you dont unlock companionship using the holotape.

      Otherwise people who want to do her companion quest would moan.
    2. waspdeath
      waspdeath
      • premium
      • 14 kudos
      I was afraid of that. I might have to just Dogmeat heal cheese her affinity. TY for prompt response.

      Edit: just used the console command. Forgot how much of a PITA Curie is.
  6. Blinxys
    Blinxys
    • member
    • 6 kudos
    Have tested this with Curie, Piper, alongside Fast Start Minutemen,
    all work perfectly as intended, (and dare I say expected/hoped for).

    no issues with AFT (just putting it out there for those that might wonder).

    Just have to use good sense in what you are asking either mod to do,
    (which may be the straw that breaks some camel's back).

    Able to Curie/AFT revive spouse seamlessly, (without console command)!

    Also using JINA Human Codsworth, no issues to report.
    With Fast Minutemen you can skip that whole rambling BS conversation, and he's good to go.

    Should work just as well with Dogmeat2Human (not tested).

    Head Cannon (a story I can live with):
    Vault 81 got signal/rumor, sent Curie to investigate, hired Minutemen as entourage, Codsworth was filled in on their arrival.
    Curie remotely disabled Cryo from outer pod, could not enter, Pip-boy software incompatibility or some such...
    (As I test virtually every completed vault mod on the nexus).
    There you go, Minutemen await your return in sanctuary.

    Going to try Instant Institute Access, pending outcome/results, Fast Start/Stop Institute.
    (You see, Vault-Tec in cooperation with the Institute is actually using you to recover vault "assets" for them).
    As you have been educated al la "Demolition Man" for just such a task.

    Optional: Piper wants the scoop on this!

    Doesn't entirely fit with all dialogue/canon throughout, slightly convoluted but seems fairly plausible (Read: more fun anyway).

    PS(A): Unrelated: wonderfully situated Vault 98 was a CTD non-starter on entry for me. :(

    Anyway, thanks again and again, and always!

    Enjoy yourself!
  7. Veekz
    Veekz
    • member
    • 3 kudos
    Can you make a mod that removes or disables all the mines in the game?
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      Its technically doable but doesn't solve an in-game problem I am having so not something I would invest time in.

      I do have a generic "find and remove" items solution where you drop things like mines in a formlist with xEdit, then they are found and removed as the player wanders around the world. Never released as the opportunity for users to find and remove quest triggers and then complain endlessly about breaking quests is too much to bear.
    2. Veekz
      Veekz
      • member
      • 3 kudos
      Alright, no problem, thanks for the fast reply
  8. Harbinger007
    Harbinger007
    • member
    • 0 kudos
    Will there be a update to add Ada, Gage, and Longfellow from the DLCs?
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      "(3) DLC Companions will not be added as this mod doesn't want DLC dependencies, and those companions can't be managed using remote masterless calls."
  9. deleted5805952
    deleted5805952
    • account closed
    • 4 kudos
    I noticed all the companions have form overrides now adding VMADs for SKK, which is cool, np. But, I noticed Piper's has the ATKR changed from nothing to HumanRace (no other followers are changed like that). Sounds innocuous to me, but what do I know, so just thought I'd ask if that's important, accidental, irrelevant or ?

    Edit: I'm looking and asking because I'm making a compatibility patch for my load order, which of course overwrites SKK Unlock's companion changes a few times over.

    Edit 2: I also notice that UFO4P adds AbMagLiveLoveCompanionPerks "Live and Love perks" [SPEL:001C63E2] to Garvey, MacCready, Curie, and Cait. That might be something to carry forward in this mod's changes (the SPEL is defined in Fallout4.esm so it wouldn't add a dependency on UFO4P).
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      The only actor change this mod makes is to set a CompanionActorScript property AllowDismissToSettlments to a new GlobalVariable.

      Any other changes to the actors are unknown and undesired internal engine sh1t and exactly why I avoid modifying base game assets.

      Looking at the actor records in xEdit there seem to be a mess of vomit on the actors so update 010 removes the dirty "dismiss to non workshop locations" crap introduced in update 009.
  10. villings
    villings
    • BANNED
    • 47 kudos
    I like this update! now, I wonder -- the "dismiss companion to one of 10 non workshop home locations" basically deems the "ompanions Go Home" mod kinda-- obsolete? useless? should I keep both?
    thanks for the updates, SKK50!
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      Hey I didn't know about companions go home. Its similar but this doesn't include all the original home locations as most of them ... well, suck. Like combat zone, why would I want to send anyone back there ?
    2. villings
      villings
      • BANNED
      • 47 kudos
      it's pretty damp, I hear ya
  11. zoneofdarkness
    zoneofdarkness
    • premium
    • 6 kudos
    This mod seems to doof up Dogmeat's ai by adding something called "unarmed dogmeat" to his inventory, which prevents him from actually attacking anything. He'll just approach enemies and growl at them.
    1. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      This mod doesn't add anything to companion actors inventory.

      If you are using the "force equip default weapon" function, disable it and what happens ?
    2. zoneofdarkness
      zoneofdarkness
      • premium
      • 6 kudos
      Not sure. I'll try that and get back to you.

      EDIT: Looks like disabling that function fixes the issue. I should note that the item doesn't actually show up if you use the "inv" command on dogmeat, whether or not he has it equipped. I had to use the Better Console mod in order to find it.
    3. SKKmods
      SKKmods
      • premium
      • 1,267 kudos
      OK something must have changed with the dogs default weapon handling.

      I'll include an "ignore dog when forcing default weapon" in the next update.
    4. zoneofdarkness
      zoneofdarkness
      • premium
      • 6 kudos
      Sweetness. Thanks for being so prompt dude.