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  1. sabster123
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    Suggestions:
    1) remove the constant messages. let this mod control followers without the player being bombarded with messages every time. It would be nice to look around and see followers eating and drinking, without the messages. Also, followers keep prompting me that they are running outta food. If they can loot it themselves, and consume food and drink...without constantly asking me for food/drinks, that'd be great. Instead of saying: "Do you have any food?" ...they say: "hang on, let me eat something, im hungry or thirsty".....that'd be wonderful

    2) remove the Y button activation for Fatigue level menu. Its disruptive, when you go to reload during a firefight and a follower runs into your crosshair and game is paused since the NNES menu has opened.
    3) if we could have aid/misc items that would show up in wheelmenu for sleep, eat & drink (preferably 1 command for eating & drinking)  commands so that we can order companions from wheelmenu
    Basically a more hands off version of this mod. 
    1. EagleFour
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      Thank you for your feedback. Since I have currently uninstalled FO4 and unfortunately no longer have time for FO4, I cannot promise you whether there will be another update in the future.
  2. zed140
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    After a time with cait and piper, piper get totally stuck in place... She can speak but won't follow. I attempted different thing with the holotape but nothing worked. After I uninstalled nnes she restarted correctly. Cait worked correctly.I use Liga as companion manager.
    1. EagleFour
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      Strange. I assume a mod conflict. All companions have worked for me so far without any problems. However, I have uninstalled F4 at the moment.
  3. boxerbeast1
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    which of these should I download if I just want to disable the steak animation?
    1. EagleFour
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      The Main File.
  4. boxerbeast1
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    could use more animations for the food/drinks or a compatibility patch with "IAF" and "have a beer"
    1. EagleFour
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      Sorry, at the moment this is not possible, I have uninstalled FO4.
  5. Alexiel0105
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    do the companions also get the buff from the food/drink like the player? for example food that increase SPECIAL stats for a period of time or ones that give increased damage output
  6. MoRZiLLo
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    Thank You!!!! Great Addition to our games
  7. 1122888
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    Thank u for this Great mod. by the way 
    It's work fine until Cait auto sleep with me in my mod apartment.  come back when I finish some quest. use the bed that in my mod apartment. it's said"u can't sleep when someone ask u to leave". that's apartment belone to Cait, it's happen with all my mod apartment. original settlement didn't got this problem.
    1. EagleFour
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      Hi,
      nice that you like the mod. :-)
      Now to sleep. The mod uses the Vanilla AI package for Sleep. Prerequisite is that a suitable bed is available. If it is a modded bed, it might not be recognized. Can you get Cait to use the bed (without this mod, so vanilla)? You can put a sleeping bag in your apartment to test if Cait uses it. Does the problem exist only with Cait or also with other companions?
      "u can't sleep when someone ask u to leave", where this message comes from I can't say, but it seems the prerequisites for sleeping are not met. I suspect another mod is playing a role here. Are you the owner of the mod Appartment? Can you open the workshop there? One way to test would be to go outside the apartment, wait 24 hours and try again.

      Maybe you lost ownership of your apartment.
      Go outside, open console, click on the door and type:
      setownership

      I suspect the problem is not your companions, but the player not meeting the requirements to sleep in the mod apartment. Can you go to sleep (with or without companions) or does this message appear?
      This message could be triggered if the game is believed that you are trespassing.

      There are some restrictions in the game that prevent you from sleeping under certain conditions.

      And this includes:
      'You cannot sleep while being asked to leave.'

      Last but not least, it could also be a bug of another mod. (Mod Appartment?)
    2. 1122888
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      Thank you for reply. Yes maybe i lost ownership of my apartment. I'll try your suggestion tonight. 
  8. sabster123
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    Quality of life upgrades that are much needed for this mod to be fun:

    1) remove the constant messages. let this mod control followers without the player being bombarded with messages every time. It would be nice to look around and see followers eating and drinking, without the messages. 
    Also, followers keep prompting me that they are running outta food. If they can loot it themselves, and consume food and drink...without constantly asking me for food/drinks, that'd be great. 
    Instead of saying: "Do you have any food?" ...they say: "hang on, let me eat something, im hungry or thirsty"
    that'd be wonderful


    2) remove the Y button activation for Fatigue level menu. Its disruptive, when you go to reload during a firefight and a follower runs into your crosshair and game is paused since the NNES menu has opened. 
    3) if we could have aid/misc items that would show up in wheelmenu for sleep, eat & drink (preferrably 1 command for eating & drinking)  commands so that we can order companions from wheelmenu

    Basically a more hands off version of this mod. 
    1. EagleFour
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      Hello,
      thank you for your suggestions for improvement. At the moment I unfortunately don't have time to add more features or improvements.

      But when I get back to working with F4, I will take a look at it. I can't promise that at this point though.
  9. sabster123
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    the original mod broken with AFT. 
    I installed it mid-game, and it sort of dismissed all my followers except heather, valkyrie and dogmeat. 

    I see Ivy and piper walking home, but when i talk to them in normal dialogue, they are still following me :-(
    I wanted to try to dismiss them and ask them to follow again but that option doesnt show up :-( :-(

    i tried using AFT to commands to dismiss them and ask them to re-follow, even AFT thinks they are still following :-(

    heartbreak. 
    I love this mod. I see it working very well with heather and valkyrie
    1. sabster123
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      since it is broken with AFT, is it gonna be too daunting a task to ask for a lite version of the original mod...
      One that does not track anything except putting companions to sleep when player goes to sleep? 
      A completely hands-off kinda mod that doesnt track their fatigue levels, or hunger or thirst? 
      its weird when i wake up i have 4 followers right on top of me, walking around and bumping into each other...
      the lite version being may be compatible with AFT?
    2. EagleFour
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      Hello,
      I can not confirm that there are problems with AFT. I have always used both mods together and have not noticed any such behavior. There must be another problem.
      It is not uncommon that there are hundreds of mods in the loading order and a third mod is involved in the problem.
      I have created profiles for such cases, where I have installed only the involved mods, to exclude that there are not other mods that make problems with this constellation. But the narrowing down, which mods cause the problem can be very time consuming.

      The individual needs can be turned off in the Holotape under advanced settings.

      see Description:

      'Option to turn on or off hunger, thirst or Fatigue

      It is now possible to select which of the three values (hunger,thirst or fatigue) will be taken into account by NNES.'
    3. sabster123
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      installing this mod on top of AFT during a level 106 playthrough ruined my playthrough. 
      tried to make it work but it just wouldnt work. 

      finally, i reinstalled everything, started a new playthrough with AFT and NNES installed from beginning., 
      It worked!!
      For about 2 hours. I quit the game, went to sleep, came back and now only dogmeat shows up in AFT companion menu. Ivy and Charlotte are not detected by AFT. forcing IVY to teleport near me, and then asking her to follow, she follows me again. However, AFT cant detect her. NNES can detect ivy and charlotte. 
      Charlotte on the other hand, just stands around without following. She pulls her gun out whenever i do. But doesnt move. 

      such a bummer. 
      I have no other companion management mods installed...
      Can you please tell me: should AFT be before or after NNES in load order? 
      I use vortex and LOOT to sort my mods, i will try putting a custom rule to put them in proper order...
    4. EagleFour
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      Hi,first sorry for the late reply.

      about the loading order. I have installed AFT before NNES. But I think it does not matter, because both mods do not overwrite any values of each other. To your specific problem the companion no longer respond I can unfortunately not say so much. But I can give you some general tips.
      the first one, NEVER use Loot. it can mess up your whole load order and cause complete chaos. Loot may still work for 5,10 or 20 mods, but not for several hundred which are common.

      You should do it manually.How vortex works I can't say, I use Mod Organizer 2.My experience is also that it doesn't matter at all if a mod covers the same area as another mod. It doesn't have to be at all that a companion mod conflicts with another companion mod. The problem can be somewhere else entirely. I also focused on that in the beginning and thought that similar mods are in conflict with each other, that can be. But it does not have to be. Later I switched to disabling one mod after the other, no matter what mod it is, until the conflict was resolved.
      So I don't think your problem with the companions is due to a conflict with NNES. There will be some other mod involved.

      I have special test environment profiles installed on me that consist of very few mods.
      If I have a suspicion that two mods are in conflict with each other I use a profile where only these two mods are installed to be 100% sure that my suspicion is confirmed.

      If I need companions in a fresh save I use those saves:
      All Companions Save

      We should always ask ourselves three questions:
      1. bug in the mod ? -> profiles with only this mod installed (and of course its dependencies)
      2. culprit burned in the save? -> use earlier save or better fresh save, preferably one where you just came out of the Vault at the very beginning.
      3. mod conflict? -> Switch off one mod after the other until the conflict is gone.

      But to find out, the bug must be exactly reproducible, otherwise it will be difficult. The hardest bugs are the ones that seem to appear together randomly at some point in the game, so we always have to keep a very close eye on what's going on.  

      But one thing I can tell you is that if you have a lot of mods installed, troubleshooting can be a very involved process. You should also never install too many mods at once. One after the other and test if everything still works (ok, the most important). Problems can also show up much later under certain constellations, e.g. when you get into a certain area where you may not have been for weeks -> CTD.

      But I can tell you something about AFT, if you use AFT with CWSS (bathroom mod) it can come to freezes in survival mode. At least it was with me and with a few others so.

      This is because AFT accesses a function that is faulty. Namely UnEquipAll().
      This triggers a freeze when using AFT's outfit management, i.e. the automatic equipping when the companions enter a certain area. But what can be of course, that it happens also maybe in connection with other mods. I have made a change in the AFT script for this, where I replace this function with a loop, which serves the same purpose. This is an example a classic game bug that is triggered in the AFT mod but only in conjunction with other mods (here CWSS) that have nothing to do with companions.

      I have described the problem here in more detail:
      Conflict CWSS and AFT in Survival mode
      At the time, however, I had not yet been able to pinpoint the cause.

      I have written a lot now, I hope I could help you a bit.
    5. sabster123
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      thanks for the detailed response. 
      I will go through your suggestions and the thread you posted and do some trial and error 
      Wish me luck :-(
    6. sabster123
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      i started a new playthrough. Installed everything from anew. Put AFT before NNES. 
      it works now. thank you for your help. 

      Except...
      I also have follower revive system. whenever a shambler horde knocks one of my companions down (specifically piper and cait), they dont stay down in bleedout state...they stand in a spot and do nothing. 
      Heather and Darlene do get knocked down (as intended)
      when i go to piper or cait, i dont get a prompt to stimpak them...
      however, heather can revive both cait and piper and they immediately start fighting again 

      Any idea where to put follower revive in relation to NNES
  10. 3DRenderBoy
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    When I installed Companions Also Need to Eat and Sleep (CANTES) with Workshop Plus (WSP), used workshop mode (with activated WSP Fly Mode), wanted to fly, but couldn't do. Even WSP MCM settings did not work that worked before I installed CANTES (WSP saved MCM settings).

    So, I read Descriptions, Posts, and Bugs of WSP and CANTES and found that WSP is not compatible with CANTES and needs a patch. So, I installed the CANTES patch (optional file NpcsNeedtoEatandSleep - Patch advanced Workshop Plus V2.1 All in one). But, still no luck. WSP is still acting stubborn.

    I am using Mod Organizer 2 mod manager, by the way.

    I have also moved Mod Configuration Manager's MCM folder into Game's DATA folder. Still no solution. I do not want to play without WSP and CANTES. Both are really very useful. Any ideas, guys?
    1. EagleFour
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      Hello,
      first of all I would like to know if the problem applies to you that CANTES resets the values (hunger,thirst,exhaustion) after using the fly mode of WSP, that is a reinitialization takes place?

      If yes, open the console and enter the following command:

      getglobalvalue NNES_FirstInitFlag

      If the returned value is 1, the values should not be cleared and the patch works normally from this side.
      If the value is 0, the patch is not working for you for some reason.

      Unfortunately, I can't run FO4 at the moment because my computer's processor is broken and I've been waiting for a replacement processor from Intel for 4 weeks. I hope that Intel will deliver the processor next week.
    2. 3DRenderBoy
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      Thank you for reply. Yes, it shows "GetGlobalValue 1.00". What does it now mean?`WSP does not work somehow with this mod installed, I guess. I am NOT a mod author nor an expert guyx with modding (on my own).

      I am sorry for your computer and hope you'll get it back or better one.

      I am on my laptop, by the way. VERY old one but with nVidia gForce GTX 900x M series with dedicated 6 GB RAM it still works for Fallout 4 with lots of mods and Ultra HD (4K) (mostly environment, texture) mods.. That would be not possible to use WSP (building mass of stuff) with low end laptop.
    3. EagleFour
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      Hi,
      to me the value shows that the patch is working. On the description page I have explained what the problem is with WS+.

      When you write WS+ is not working properly, I would need to know what exactly is not working.

      The next question is, is it really the NNES patch or are there compatibility issues still with other mods?

      If you have a lot of mods installed it gets more complicated, I recommend (if you don't already use it) MO2, with that you can then create an 'empty' profile with very few mods installed. Often you have to turn off the mods one by one to find the problem mods,
      so that you might have only the two mods installed to identify the problem mods.
      But for this you need a good test environment.

      This can be very time consuming.

      I would love to help you of course, but at the moment I'm only limited in my ability to do so because I can't test myself. Which WS+
      version are you using? I just saw that there is an update (V1.0.12). I
      have tested the mod with WS+ V1.0.10b. Maybe it is because of that.


      OT: I'm currently using another computer with Win 7, and Skyrim runs at 60 FPS almost all the time.
      But for FO4 I need much more processing power. There are a lot of script heavy mods installed on the FO4 Win 10 machine. The weaker Win 7 machine can't handle that.

      It's always difficult to say how much power you need. It depends very much on the number and type of mods you have installed. For example, if you have a lot of graphics mods installed, you probably need a lot of video ram and a good graphics card, but for example Sim Settlements 2 is very script heavy and if you have a few such mods installed you need power. I have about 500 Skyrim mods installed on the slow Win 7 machine and it runs very well.
      If I would install FO4 there again (which I had before), I would only have problems and it would be almost unplayable by now. But not because FO4 is FO4, but because of the kind of mods I have installed by now.

      But I just wanted to mention that briefly.

    4. 3DRenderBoy
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      Greetings, EagleFour.
      Wrokshop Plus  DID WORK before I installed CANES (this mod). WSP also does not save settings in MCM menu for Fly Mode (key binding). and Fly Mode NEVER work like earlier before CANES mod. I have to set Fly Mode keybinding every time I start the game.
      To the CANES patch: I do not know if it is that makes WSP incompatible. I installed it because I thought it is important. I installed and loaded the plugin (CANES + patch for WSP) after WSP.

      Yes, I use WSP v1.0.12 (up-to-date). I ALWAYS check mods for updates on Nexus because I ALWAYS make a "Tracking" for all mods I like and I already installed.

      It looks like that I have to decide: WSP mod OR CANES. Both do not work together somehow - no matter what I do (even patch does not help). But I do not want to "throw away" one of them. And WSP needs Workshop Framework. Maybe this is the problem.

      I use Mod Organizer 2. ALWAYS since years. No manual installation, no NMM, no Vortex/Kortex. MO2 only. 

      I want to thank you for helping. And I know that authors' who are actively on, are busy. You do not need to help me but I like it when authors are cared about their mods and tries to help others with problems.

      Oh yes, I have installed many many mods. Especially huge Ultra HD (4K) texture mods (Environment, Weather, Flora etc.). I follow Mortercotic, Thuggysmurf, Tore Andersen and Loverslabs AAF Sex mods gudes.  guides. But I do NOT install all mods they want for their guides. I mix-match mods' installation follow these authors' guides, mixed with that are not on their guides (ESPECIALLY males only related mods).
    5. EagleFour
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      ok, as i read it, the mcm values of WS+ are not stored, right?
      The question I have now, are the values not saved or not loaded?

      With MCM it is so that there are two possibilities how mcm stores the values.

      1. via a ...settings.ini file
      2. in global variables, which are written to the save.

      WS+ uses 2.
      The values are written to global variables and read and assigned when the save is loaded.

      It is easy to find out the names of the variables with FO4Edit and then to check the status of the variables with console 'getglobalvalue'. However, this would not bring you much further. Since this is all done via scripts. You would have to look at the scripts. This is a bit more complicated.

      WS Framework has been updated in the meantime.
      You could install the WS+ V1.0.10b testwise to exclude that the bug came in by an update. This is very easy with MO2.

      But if it doesn't work with WS+ V1.0.10b either, it's either the loadorder or another mod is involved.

      The loadorder is like this with me:

      WS Framework
      WS+
      NNES
      NNES Patch

      ( I have many other mods in between )

      Important! This is the load order also in the left MO2 window, because scripts are overwritten too.
      And pay attention to the Overwrite folder, it always has priority and is loaded last. What is in there overwrites everything.

      Unfortunately I can't do more for you at the moment.

      Maybe someone reads this here, who has WS+ up to date and also uses the NNES patch.
    6. 3DRenderBoy
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      Greetings, Eaglefour! I come to your last ones: Installation and load orders are like yours but other mods between them. I must sort install+load orders in the exact order you mentioned... 

      I really do not know why WSP acts like this after I installed CANES (even with CANES patch for WSP). Workshop Plus WORKS - EXCEPT the Fly Mode AND the SAVE Mode (I make always that it saves after some minutes when I am in Workshop Mode). Every change in MCM settings are saved - EXCEPT fly mode's key binding and Save Mode (even so save mode is set to 19 minutes; it does not save). By the way, WSP is up-to-date but I can try that version you mentioned.

      CANES works now because I get often messages that my followers are doing something (eating, drinking) and that they are in Survival Mode. They also take food/drinks where they find (when I did not gave them yet).

      ThanK you again for help, dear EagleFour...
    7. 3DRenderBoy
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      OK, after testing CANES, WSP and CANES WSP Patch: I can say that I have NO problems with CANES anymore - except WSP's not saving of MCM settings issues. But I think this has to do with WSP mod. CANES messages appear when companions eat/drink and other information - even so when Fly Mode is in WSP activated (even so it does NOT work without key binding).

      I can say that my problems are: PROBLEMS SOLVED.

      Thank you for helping, EagleFour!
    8. EagleFour
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      Hi,
      very nice. I am glad.

      I think that the MCM save problem has another cause and is not due to NNES.
      But that's another topic.

      OT:My replacement processor also arrived today.
    9. 3DRenderBoy
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      I am glad you also solved your computer problem. And I need a new computer with more "muscles" even so FO4 works almost flawless with many many mods (mostly UHD 4K mods).

      Anyway, I am happy with CANES mod (and your patch(es)). By they way, I installed the optional file #3 (Advanced Voice and Workshop Plus All-in-One). And my problem with WSP has to do with MCM, I know it know. Maybe I need other patches for WSP. I am "installing" (within MO2 just moving up/down) mods again, WHILE I look and search for mods' installation guides (like MOFAM) and for help (like you) in mods' main pages (Descriptions, Posts, Bugs sections).

      I am glad I met you.
    10. 3DRenderBoy
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      Greetings Eaglefour!
      I just wanted tell you that WSP works now very well. It saves changes I make in MCM menu, 'remembers' that Fly Mode is activated (so that I even do not need  make a key bindung for flying). It also saves after some time that I made. Why that,,, Well, I searched for days and weeks here on Nexus with WSP and CANES related mods, read almost everything (descriptions, posts, bugs), and , of course mod authors' rules how to install and use mods. I installed OLDER versions of Workshop Framework (v1.1.9)  and Workshop Plus (1.0.5b). And CANES and your patch for it working very well too. I get messages what my companions are doing 'behind my back'!

      My problems with WSP and CANES are now completely SOLVED. I just wanted tell that I now have no problems with WSP. I wonder why with some mods older versions work very well while newest, updated versions not. Thank you again for your very friendly helps!
    11. EagleFour
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      Hi,
      I am glad that everything is working to your satisfaction now.
      And thanks for the kind feedback, not everyone does that.

      I wonder why with some mods older versions work very well while newest, updated versions not.

      You have to put up with that, the secret is in the code, which everyone can make the way they want. All it takes is one changed line and nothing works as it did before. The solution is to analyze the code and understand it well. Unfortunately there is no general answer.

      I wish you healthy start into the New Year.
    12. 3DRenderBoy
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      the secret is in the code, which everyone can make the way they want. All it takes is one changed line and nothing works as it did before.Yes, that must be so. Maybe the author did not noticed it, could not solve it, but published the mod anyway - as it is. Or the author does not care about, because there are authors who do not try to help and who are either very rare active or never seen again..Or they just (b)lock their Posts and Bugs sections!

      Without your help I would not able to solve my problems. I am always happy when I see authors who try to help (even so some users act stubborn (like myself!) and do not do exactly what the author says).

      I wish you happy and healthy days.