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  1. ADVWispyz
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    Would it be possible to get more than just 6 followers? I seen other mods where you can have like all 32 or something but they dont have good features like yours does so they arent worth using but I was just wondering if it is possible to get more than 6.
    1. sk62902
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      Also interested!
    2. Sranger
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      It's a lot of work. Its not a simple change. And if I make it to 6, people will ask for 7, and then eventually people will ask for 13.
      And the game really starts lagging with that amount of followers tbh.
  2. sombraN
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    For the ss2 dialogue interjections, im getting only mute dialogues, like the camara point to the npc but they didnt say anything. Is that something on my part? It only start happening like that in the second part of ch2
    1. Sranger
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      It depends on the quest and which companions you have.  You need to be more specific for me . Exact quests , exact companions you have.
    2. sombraN
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      The last case I saw was "water under the bridge" ch2 quest, and I have in my party Ivy, Piper, Cait, Curie and Heather (and dogmeat)

      The camera turn to the followers like they were going to say something, but they never did.
    3. Sranger
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      For that specific quest, its a SS2 bug. I've already posted in their forums they are missing voice files.

      For every other quest in Chapter 2 though, it should be working. Are you actually seeing it happen in other quests?
    4. sombraN
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      I will let you know if I see it happen  in any quest in ch2 after that one. But im in the hq part and it might take a while.

      I think I have still like one or two more quests, but no idea if they have commentaries.
    5. Sranger
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      HQ is pretty late in Chapter 2, and yeah, anything around after taking over the HQ is bugged on SS2's side.

      as i said earlier, Ive already let the SS2 team know of the problem, but seeing their bug tracker, it's probably very low priority for them.

      If you want it to gain more attention, feel free to post a reply saying "+1" or something and liking the bug that I've reported here:
      https://simsettlements.com/site/index.php?threads/missing-piper-voice-line-audio-for-hub-of-the-problem.30197/
  3. OldGregg7899
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    not sure if this has been covered here yet, but trying to run Ivy with the patch, have all the plugins ordered as you described on the description page, and have ivy listed as the primary follower, though I am still struggling to get any affinity points with her. I think I got 20 earlier for maybe lockpicking out of my armor, but it hasn't moved since, even when doing the same things, and I'm not sure if I haven't messed up in some way.
    1. Sranger
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      answered already but ivy affinity is meaningless. thats not anything to do with this mod, its the way the ivy companion itself is implemented. her "affinity" doesnt work like other vanilla companions do. ask about it in the ivy author's discord.

      and those warnings that pop up about Ivy in AFT are outdated, they were implemented before my patch.

      Pinning this so hopefully no more repeat questions.
  4. UncleDick69
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    Not entirely sure how it happened but after hundreds of hours and 4-5 simultaneous companions, I find that I can't dismiss anyone, nor acquire any basic followers like I used to be able to. I hit Piper with "2f1f.removefromallfactions" and then I couldn't talk to her like normal anymore--she'd just blurt out one of her random comments, so I think she was no longer a valid companion option. Using AFT on her brought up the option to add her to the list of managed npc's. I chose not to, and fast traveled, but Piper still keeps following me. I kill her, resurrect her, recycleactor, and she still follows me. Is there some command I could use that I'm missing? Obviously I don't want to remove her from all factions again, but I'm not sure how to identify the right ones. Thanks.
    1. seki5656
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      Have you ever disabled any mods during hundreds of hours of gameplay? If this has happened to you, your save data may be corrupted and that could be causing things to go wrong.

      Or maybe things are bogged down because of various scripts getting stuck during long periods of gameplay. Using this tool, you can check save data stacks, etc. (This tool also has a feature to delete stuck scripts, etc., but it is best not to do this.)
      If you have a lot of stuck scripts, the solution may be to go somewhere quiet indoors, like Home Plate or the Sanctuary basement, and do nothing until the scripts are unstuck. If you do try this method, it's a good idea to do it on a save file from before you tried using console commands on Piper or trial and error.

      I don't want the same problem to happen to me so I hope this gets resolved.
    2. Sranger
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      yeah you prob shouldn't have removed piper from all factions. You should prob revert to a save before then.
  5. lazarusinashes
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    Would you be interested in added more voice lines for "generic" companions? It's not strictly necessary, but for example, when you trade with vanilla companions they have dialogue, but when you trade with someone who you recruited in the game that's not technically a companion (a random settler, for instance) they don't say anything, but voice lines exist for all of the major voice types for trading (think of when you trade with one of your settlers; "Sure," "Go ahead," etc.). It would make them feel more alive.
    1. Sranger
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      I'll consider it
  6. linneh
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    Hello, I have two questions!!
    1. Valentine got stuck in the Prydwen, while i'm sure this wasn't this mod's fault, i was wondering if there's anything in the settings that could help me get him off that blasted ship :')
    2. All my companions do interject when I have this mod one, but the second one to speak is always super quiet + no subtitles show up so I don't understand what they're saying at all. Is there something going on at my end or is that feature just a bit buggy?
    thank you so much!! ♥
    1. Sranger
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      you can do console commands: 
      prid 00002F25
      moveto player

      which should move Nick over to you.  Is this from the Pyrdwen explosion quest? 

      2. It's a known issue back from the original AFT and it's a vanilla game limitation. Just gotta live with it until someone gives me a reverse engine solution to disable audio muting while in scenes.
    2. linneh
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      Thank you so much for the quick reply!!
      no, no he just got stuck when i went to Prydwen the first time!! I managed to fix it, seems like I accidentally gave him a 'stay' command somehow while talking to ppl in the ship, he's back to following me now with no issues!
      But thank you for the command, i'll try that if i get any other companions stuck!!!
      And It's a bummer that I can't hear the companions, but I'll live, lol. thank you so much again!! :D
  7. OldGregg7899
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    Hey, sorry to comment again after you answered my question from yesterday, you can even delete this comment, just wanted to say thanks. Modding and getting all the mod effects to work w/ Fallout 4 has been a major chore, and the Ivy authors are pretty universally anti-aft in general, so thought I'd check, as making the change to the primary follower was the first time I saw the affinity change for her. Thanks for the mod patches to help everything work, your changes to AFT have been a godsend for a number of other aspects and mods on my playthrough!
    1. Sranger
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      the Ivy author is correct that if Ivy is not set in the "primary follower slot", a lot of her scenes/commentary are lost, because the Ivy mod makes edits to quests where it expect Ivy to be in the 1st alias follower slot.
      Obviously with AFT and other multi companion mods, its not guaranteed for her to be in that slot unless you force it (you can do so in the AFT settings)

      my patch makes this requirement less strict for her general quest comments/commentary, as well as in general from my refactoring/fixes in AFT Plus to make custom companions interjections work better.

      However, last time I checked (a year ago), Reg was pretty supportive of my AFT Plus Ivy patch ( he pinned it), so he's aware of it that addresses the issues with Ivy and AFT.  Not sure if they still have an anti-aft stance on it
    2. OldGregg7899
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      I did see their mentions of your patch, though they seemed to be more "you can try it, but no promises, aft is a cluster and you should just use ivy solo" about it all. I'll keep cracking on though, as I've largely spent 50+ hours just building up sim settlement 2 towns and exploring, so I might just be missing ivy's scripted affinity changes (getting in armor is something she doesn't like, but the numbers never change when I get in them, so I'm guessing it really isn't that easy to modify). Thanks again though for your work, and for pinning my comment/your reply, as hopefully it can answer the question from anyone else like me.
    3. Sranger
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      thanks!
      like I mentioned, Ivy's affinity does not work as vanilla companions, they are more or less flavor texts. Most of her actual affinity progression is just spending time with her + doing quests. Nothing is broken in regards to that, in fact I believe it is explained in Ivy's mod description page
    4. OldGregg7899
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      frankly, that part was actually decently confusing to me, as she flirts, but doesn't offer any of her actual unique "interactions" that are apparently affinity related, and so that's where I feel I've broken something. Honestly, I don't really interact with much of that anyways, I'm mostly here for the humor I get from it, so I can keep going with the game, and I did her "emotion regulation psyche deep dive" quest, so somethings working, but I'm assuming I'm just misunderstanding something and am going to just keep on playing. At least nothing is crashing, so that's a big win for a bethesda game in general.
    5. Sranger
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      Curious but are you playing on FO4 NG or the old version before the next gen patch?
    6. TheEvilStranger
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      hey sranger i have seen this written even in the description. but how exactly do I make her my primary companion. Like what r there steps I'm confused
    7. Sranger
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      It's in the settings section in the holotape, under follower settings (the 1st section). You can read the original AFT mod's readme
  8. BlazeStryker
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    I have been using KC's Plugin tweaks to have several mods' plugins converted to Esl-flagged. That includes the name-list patch for AFT Plus.

    I have also, using the master AID, not gotten companion recognition in AFT plus here in the age of the NeG. I have to tell you, the options to not have them stumble onto traps, make Strong not require cannibalism for affinity gain, and so forth are important to me. I have serious Don't Call Me Settler issues to start with. I don't need this nonsense. I'm trying the individual aids now. If that doesn't hack it... I like your mod, I like it a lot, but I'll go back to oldschool and AFT MCM if I have to.
    1. Sranger
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      Did you verify this on a minimum load order to rule out other conflicts?
      Because I don't see why this wouldn't work on ng but the older aft does.
      Both mods should be version independent as it doesn't rely on script extender. It's both just papyrus based 
    2. Sranger
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      Followed up on this convo in discord.
      This was an installation issue, aft plus is confirmed to be working on fo4 ng
  9. bjjones
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    Is there a way to trigger the spouse mod question?  Either it did not trigger or I answered it wrong.  Cannot remember which.  Either way I cannot get the Nora rescue to work.
  10. ZeroAlfaSama
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     When started a new game it's supouse that a message box pop up asking if you want to habilitate the spouse save thing but it didn't pop up.
    1. Sranger
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      Are you using some sort of alternate start mod? 
    2. ZeroAlfaSama
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      No, the vanilla start.
  11. sas255
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    I'm having a problem getting aft to work. I have the storywealth collection installed and have all the patches for aft and aft plus and it works but it doesn't.  I can recruit multiple followers as long as they are marked as follower ie the vanilla followers and mod added followers. But i can not recruit simple npc's as followers or settlers or anything. More importantly I don't get a prompt when aft initializes about the aft nora quest and I can not do it. I have aft and aft plus at the bottom of my load order but for the aft patches that follow. If anyone has some suggestions I'd appreciate it.
    1. Sranger
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      are you starting from a new save? the Nora quest won't activate if you've gotten past certain threshholds in the main questline.
    2. sas255
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      Yes it is on a new game.
    3. Sranger
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      Are you using an alternate start mod of some sort? which one?
    4. sas255
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      no I start just like in the vanilla game. the only real change is with storywealth there are many mods that initialize on start up so after character creation i just hold still for about 5 minutes to let them get started and the cpu to catch up.
    5. Sranger
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      Yeah story wealth is too much. It's prob an incompatibility then. Some other mod is prob clobbering mine during startup.
      I played on my own LO with like 500~ mods and it was okay.
    6. sas255
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      Ok thanks for the feedback I appreciate it.
  12. redmantisarts
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    Been tinkering around with this mod a bit and having a weird amount of issues.

    First thing i noticed was that i had to use an in game explorer to add the AFT master control as it wasnt appearing in my inventory, and now that i have it, nothing seems to work?

    Anytime i try to have multiple followers come with me, it forces me to send the other to a settlement. Ive tried managing and unmanaging them but it doesnt change anything. My follower limit is set to 5, none of my followers that i add to be managed appear in the menu either.

    also, the load order is correct
    1.AFT
    2.AFT Plus
    3.AFT SS2
    1. Sranger
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      use the aid item. the holotape was deprecated due to existing bugs with it and I saw no reason to support both the aid and the holotape
    2. redmantisarts
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      Wait.. is that not the aid item? It appears in the “aid” section. Labeled “AFT Master Control”. The Holotape is labeled “AFT Settings” which i didnt use.
    3. Sranger
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      Oh, my mistake then.
      Sounds like something went wrong with your installation because it seems like you have full functional errors here.
      What mod manager are you using?
    4. redmantisarts
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      im using Vortex. So weird, im normally able to fix these things myself but im stumped. Reinstalled and still no good. I get the option for the spouse compatibility but besides that the items are only accessible through mod explorer and they just don't work :(
  13. Sprangag
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    Hey thank you for this awesome mod. I have been searching for a fix on ADA's bug like the one she leaves her right hand weapon floating somewhere during the start of combat and also her invisible bug after combat and boy have i found my solution (so far the best solution i got) by using the LIGHT RESET on the AFT holotape (Appearance > Reset > Light Reset) which turns her back to her recent upgrade in full without the weapon arm missing and pulls her out from another dimension and bring her back to reality. 

    If i may ask sir Stranger. Would it be possible to add a AUTOMATIC LIGHT RESET AFTER COMBAT on a specific robot companion in the future?  Would be very much appreciated since so far this is the best i could find as a fix for the bugs plauging automatron follower specifically ADA. Many many thanks for this mod
    1. Sranger
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      weird, ive never seen that problem with Ada before. you using some sort of mod that alters her appearance or something?
    2. Sprangag
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      Nope. But im using mods with alot of keywords that im not willing to play without and automatron doesnt play well with that so far thats the only issue i've found. Enable and Disable on console is my only go to inorder to fix ADA before and sometimes its hard to find her when shes invisible and stuck somewhere (same old vanilla bug) till i found out about the the AFT Holotape select companion and light reset.