Fallout 4

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LarannKiar

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LarannKiar

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  1. FlipKnife
    FlipKnife
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    Seems like none of these "more compnaions" mods work properly lol
  2. Ectoplas
    Ectoplas
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    So from what I'm taking from the comment section here is basically the mod works as long as you dont mess with ada at all while it's installed. I'm going to try installing this after I complete the automatron questline and get back with some findings. My guess is this acts janky because ada is probably flagged as a companion and a robot at the same time but I'm sure their's more to it.
  3. pravhoven
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    cant dimsiss the automatrons and they wont follow me anymore either, has anyone found a fix for that?
  4. Bmtphoenix
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    This mod doesn't seem to work right. Built a bot specifically for hauling and it thinks it's part of the group, but it never fast travels with us. The inventory item is toggled to enabled. I'm running with McCreedy and Dogmeat (Everyone's Best Friend). Another weird thing is that there's a graphical glitch with my hauling bot where it looks at me with the eyes of a thousand suns. This only happened after installing this mod.

    I have yet to find a way to effectively use the mod.
  5. deleted15779019
    deleted15779019
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    As others have experienced, I am unable to dismiss Ada.  I have tried: (1) deactivating Secondary Robot Companions, (2) various combinations of disabling/uninstalling my main two companion mods (Robots as Secondary Companions and Better Companions) including uninstalling both mods and (3) using the console command CQF RC_Quest SendHome; and nothing works.  For each attempt, it is the same result.  First, I try to dismiss Ada.  She states an appropriate/relevant dialogue, but the Send Companion to a specific settlement does not appear.,  Next, I successfully dismiss Danze and immediately rehire him, but Send Companion to does not appear for Ada. 

    After some searching, I found an old steam thread about Ada (https://steamcommunity.com/app/377160/discussions/0/392184342870093653/ ) and there was a discussion about using two console commands (cf "actor.setcompanion" false false and cf "actor.setcompanion" true true).  Because I am a relative newbie regarding console commands, your thoughts on this are appreciated.
    1. LarannKiar
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      Sorry for the late reply.

      To determine if it's a mod conflict, you can disable (temporarly) all of your mods except this one to see if this mod works (you'd need to have a "clean", unmodded save for this) or the issue is somewhere else (e.g., old game version).

      To determine which mod is conflicting, you can try these console commands:
      'SV' (short for 'Show Variables', lines that start with "------ Papyrus ------ Alias (...)" can show if another quest/mod holds Ada as an alias which is the usual and most common way to override an actor's AI remotely (i.e., without seeing any record-level conflict in editors like FO4Edit). (This mod does not overwrite any vanilla record so it can't be a record conflict, which means FO4Edit wouldn't help unfortunately).

      As for 'CF "Actor.SetCompanion" False False'. CF is short for Call Function. This command would call the function SetCompanion() from the Actor script on the actor that's been selected in the console (either by 'Prid RefID' or by clicking on them). The function's arguments are set to False so practically, this console command would "dismiss" Ada.

      You can try 'CQF RC_Quest SendHome_as_Primary' and 'CQF RC_Quest SendHome_as_Secondary'. These should "dismiss" her too. If they don't, type "SQV RC_Quest" in the console. What are the RefIDs at the lines "REF 'RobotCompanion' -> RefID1", "REF 'DismissMessageLocation' -> RefID2", "REF 'DismissMessageRobot' -> RefID3"?
    2. Ohpus
      Ohpus
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      Through many playthroughs I have notice the mod becoming unstuck periodically. The robots would either take a while to dismiss or not dismiss at all. Perhaps a delay in the scripting. Usually disabling the mode with the widget would fix it. Ada is seems to be problematic on. Under Vanilla she takes the slot of a companion, but the mod also treats her as a robot it would seem.

      This play through I had her and Cait with me throughout the DLC, and after. I had a tough time dismissing her. But was able to when I recruited another assaultron. However, when I try to recruit her again or when I tried to dismiss her she doesn't have the option of a location to send her. She just wanders off, presumably to a default location. The dialogue options are for her still being a companion though.

      I ran the set companion function twice  to flush things. It dismissed Cait fine though Ada was selected, not Cait. Nothing changed to Ada's state. I can actually still command her to move around when she is in range.

      I tried the CQFs, first did nothing. Second "dismissed" a Mr Handy I never recruited who was farming in the area. The Ref for the Robot Companion is you asked about are all set to BLANK. Disabling and reenabling Ada seemed to not work. She behaves like she is still a companion, but she will immediately try to leave the area if you are not interacting with her and will not fast travel with you.

      Tested and working fine with regular Automata though,

      It seems all DLC companions were implemented in an incomplete fashion. The only thing I could suggest as a fix is to alter the mod or Ada she strictly follow either companion or robot system.

      Side note for other people: Issue with Ada could maybe proactively be prevented by never having Ada join you while you have a companion. If you are using this mod, dismiss the companion first, then recruit her. Maybe. The issue only occurred after travelling with a companion and Ada for an extended period, but could just as easily happen right off the bat at the start of the Automatron DLC.
    3. Ohpus
      Ohpus
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      .
    4. LarannKiar
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      Sorry for the late reply.. if Robot Companion REF is empty then it seems like the game keeps Ada as "PlayerTeammate" even though the function SetCompanion with parameter False has cleared the Alias that pointed to her. Does the console command "SetPlayerTeammate 0" deactivates her player follower state?
  6. Scaphism
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    Had the issue of not being able to dismiss Ada, resolved it by leaving Isabel Cruz alive this time. Otherwise I'll be stuck forever with Ada
    "24/7 robot hunter".
  7. miniMr2004
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    i can't lift mr goat
  8. impmon06
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    Not sure why, this has worked so well for me for months, now it just doesn't work. and idea why? :(
    1. LarannKiar
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      Unfortunately I don't.. I haven't updated this mod since April 2022 and it's working for me flawlessly. If I understood correctly, you can't pick up robots as secondary companions. Can you craft the "Secondary Robot Companion" item at Chemistry Workbench >> Utility? Or do you have it in your inventory?
  9. Arnelios
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    robot not attacking enemy, just staying and taking hits. Dont know why.
    1. LarannKiar
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      Unfortunately I don't know either. I didn't edit their combat AI. Does it have a melee weapon or a gun?
  10. MrWolf408
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    I don´t know if it is a bug from the dlc or from the mod but ada start atacking me after she recieves some damage from my part someone knows how to fix it, I´m currently in the lair with her and codsworth
    1. LarannKiar
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      That's vanilla behavior, it's handled by Game Settings. To change it, you'd need to edit these settings (or use a mod, or make a script that overrides it).