well i am actually using it now and it is working completely fine! Also, at least your mod lets me talk to the companions i recruit, I have experienced far less glitches with your mod, dont count it short!
This mod actually works fine for me, you can give the provided alias to any companion. I've made Preston into dogmeat... here boy! You can then make ada or whatever follow you just give it the alias of Preston for example.
Just sometimes the trade option when speaking to companions misses and it will go straight to the dialog options, in case you can use "openactorcontainer 1" to trade using commands.
Ive tried the suggested mod for replacing this 1 however where this mod actually works the other doesn't. My thanks for making this mod.
UCF works absolutely fine for me, just be sure not to have any conflicting mod and to load it last and it will work fine. I have used it for 4 playthroughs right up to this evening on a fully updated game with all DLC's and all patches and had no problems.
It works but is very buggy and unstable... like my companions will join me but refuse to actually walk around or follow unless i stop and hold for a couple of minutes...making any real application pretty pointless... is no alternative as of now, for multi-companions it seems we dont have options at all.
It's nearly 2018, and this mod works better than any mod I have tried for companions. There are no conflicts that I know of, as I have over 150 mods already active and working flawlessly. I will upload some photos if I can. EXCELLENT MOD. 12/1/2017 (using f4se, UOF4P, All DLC, and more very popular mods)
UCF works flawlessly for me, so I don't know what the people here are talking about. I've been using it for a long time now, and had virtually no problems with it. I've only ever had one mod conflict with it, which was Personal Vertibird, and I just used Neutral Vertibirds instead, which is basically the same thing with a different implementation.
this mod saved me. for some reason a different mod broke followers for me. once dismissed, they still followed me but i couldn't talk to them or really recruit them back. thanks to your bat files preston now works normally again for me. thank you!
I had to reinstall this due to a voice line bug that cause Piper to be unable to dismissed. However, the mod no longer works for me and I can have more than one follower any more. Any assistance please?
If you're wondering why this is happening, there is likely one of your companions that is bugging out. Maybe they refuse to go home, or are unrecruitable? Even worse is when they go missing, which may happen as well. The only downside to using this mod is that you have no way of knowing who is where (if they're missing).
But once you do know where they are, you can fix this problem. You have to dismiss everybody in your party that you can, first. then open the console (~ key), click on the troublesome companion and:
You *may* have to do this twice. Check first to see if you can now recruit them. Then use the same code again to finally bring up the dialogue to send them to a settlement (if it didn't do so the first time).
Works great for me the only down side I think is that there is no command to have all your followers wait or a lets go command so you dont have to talk to each one separately which is a real pain if you have more than 5 following you.
Can you please make a version for all the dlcs? this mod is the only mod that actually made that I can have more than one companion. all the other mods won't work for me.
this mod works, but it has one huge bug that made me uninstall it... When you get second companion with console command - they don't trigger the right hiring, making them following you and non-stop babbling their dialogues like if they in settlement near you. So annoying( and they don't involve conversations. only the first one does
Seem like it worked to recruit them as a companion but they didn’t move with me, only stand there, even i can’t dismiss them. Why are you guys can do this?? Most of Member in youtube have a same problem with me. Mod in fallout 4 harder, crash and seem like it doesn’t work better than skyrim
901 comments
My mod is obsolete, not compatible with newer versions of the game and buggy as hell.
Also, at least your mod lets me talk to the companions i recruit, I have experienced far less glitches with your mod, dont count it short!
You can then make ada or whatever follow you just give it the alias of Preston for example.
Just sometimes the trade option when speaking to companions misses and it will go straight to the dialog options, in case you can use "openactorcontainer 1" to trade using commands.
Ive tried the suggested mod for replacing this 1 however where this mod actually works the other doesn't.
My thanks for making this mod.
But once you do know where they are, you can fix this problem. You have to dismiss everybody in your party that you can, first. then open the console (~ key), click on the troublesome companion and:
cf "actor.SetCompanion" True True
cf "actor.SetCompanion" False False
You *may* have to do this twice. Check first to see if you can now recruit them. Then use the same code again to finally bring up the dialogue to send them to a settlement (if it didn't do so the first time).
Get this file to Falout 4 Nexus now! Im trying to find Oblivion mods!
When you get second companion with console command - they don't trigger the right hiring, making them following you and non-stop babbling their dialogues like if they in settlement near you. So annoying(
and they don't involve conversations. only the first one does