Are you using SINGLE or MULTI? If you don't post this I can't help you.
Are you using MULTI? Open FO4Edit, check to see if there's any conflicts with other mods. If you still need help, post a screenshot proving there are no conflicts first.
Hi I'm using the single version and cant seem to get this mod working, I put this mod at the very bottom of the load order and tried giving Piper a plasma pistol.
In combat she immediately switches to her default weapon. I used FO4 Edit and here's the screenshot http://imgur.com/a/tkLGI .
Furthermore I used LOOT to sort the load order and it suggested no changes.
If anyone can assist that would be much appreciated.
You probably have a mod conflict. Load your game into FO4Edit Open up this mod then open the NPC/Piper file. Search for this entry "TeammateDontUseAmmo" and drag it over to the conflicting mod on the right. Ignore warning. Exit FO4Edit and save when prompted.
hello im using "Everyones best friend" ,i read thru this adn see theres same question asked,but not answered .. So i'll ask again - Whitch version to use with this mod Multi or Single? Thanks
Mod dev replied to this back in 2017: "Everyone's Best Friend mod does not conflict with any version of this mod. Dogmeat is not treated like a regular companion by the game because he was originally designed to be the only companion that could travel with other other companions. Sometime during development, the dev's decided to change that for whatever reason. EBF just reverses what the dev's did. This mod doesn't even touch those records so there is zero conflict".
Well, I just downloaded it, and it works great, even with weapons from mod packs, I see a lot of folks are having trouble running it or don't know exactly how it works. First off, I use vortex, haven't used MO2 in years so I can't help there, I Have about 60 mods loaded and I'm using the single version of the mod. The biggest problem I could see from reading up before I downloaded the mod, is that people aren't giving their companion at least one of the type of ammo they need for whatever gun you gave your companion. The mod makes the ammo behave like it does for your basic settlers, it makes one ammo behave as if it's an infinite item for the npc.
Can confirm it still works. Its a mod from 2016 and unpatched so make sure you have a mod that doesn't affect followers. So far I have Nora Spouse and Everyones best friend and still works
When it says their Power Armour is unbreakable, does that mean it still takes damage but never reaches the "removed and put in inventory" stage regardless of how much damage it takes or that it's not meant to take damage at all?
I ask because Pipers replaced weapon had infinite ammo as expected, but when I made her leave her power armour, it had taken some damage and I'm not sure if that's normal.
Greetings I wanted to ask if there are any plans for any changes? Could we have a download version without the Commonwealth Police Department storyline? It was really bad and I cringed extremely hard it was also very lore breaking and un-immersive. Same goes for the "Defend X" questline where we have to defend every 24 hours a settlement from gunners.... we already had one Preston I don't need another!
Other than that your mods are both awesome and im happy that my settlements stopped looking badly and it is really awesome seeing so much content thank you @kinggath along with all your valuable members
PS - Are there any plans for making a collab with the companion heather mod? Thanks in advance!! Have a great day!
Well, I just downloaded it, and it works great, even with weapons from mod packs, I see a lot of folks are having trouble running it or don't know exactly how it works. First off, I use vortex, haven't used MO2 in years so I can't help there, I Have about 60 mods loaded and I'm using the single version of the mod. The biggest problem I could see from reading up before I downloaded the mod, is that people aren't giving their companion at least one of the type of ammo they need for whatever gun you gave your companion. The mod makes the ammo behave like it does for your basic settlers, it makes one ammo behave as if it's an infinite item for the npc.
First, sorry if bad english and i know that i posted this in the bug report tab, i just want to provide a solution
I have been using this mod for 2 or 3 years and never had any issue until today. I added a line in "fallout4custom.ini" (the one from my profile because i use MO2) and this mod stopped working. This is what i added:
This for some reason made the mod stopped working for me, so i did a little reseach and i present to you 2 solutions:
1.- The mod is conflicting with other mod that modifies something related to companions (accuracy, things like that) and for some reason in my case the mod "Player Comments and Head Tracking" was making conflict with this mod, so i changed the load order to look something like this:
[Other mods] Player Comments and Head Tracking.esp [Mods related to companions] Companion Infinite Ammo and Unbreakable Power Armour.esp
2.- The second solution is copy-pasted from the comment section from the "Companion Infinite Ammo" mod, and it consist in making a patch with FO4edit. If you are using MO2, you need to first add this as an executable in MO2 manually.
"SOLUTION IF NOT WORKING:
For this mod to work it needs to load after any other mod that even remotely affects companions (such as UCF or Companion Accuracy Boost/Overhaul). This might be simple to change for you in your mod manager, in my case I needed to use FO4Edit to make my own mini-patch file because the infinite ammo keyword making this mod work was being overwritten by other mods. Below is a link to a video explaining how to make the mini-patch, also once done make sure to enable the mini-patch in your plugins list. After doing this it still did not load last for me so in Vortex I made a rule for the mini-patch to load AFTER the last mod in my load order and then clicked sort.
248 comments
In combat she immediately switches to her default weapon.
I used FO4 Edit and here's the screenshot http://imgur.com/a/tkLGI .
Furthermore I used LOOT to sort the load order and it suggested no changes.
If anyone can assist that would be much appreciated.
I am using Single, I hand Piper a pipe rifle and she just switches to her default.
She even refuses to ues even an upgraded 10mm pistol with a nice scope and compensater on it.
The mod is at the very last part of my Load Order.
Please Help
Load your game into FO4Edit
Open up this mod then open the NPC/Piper file.
Search for this entry "TeammateDontUseAmmo" and drag it over to the conflicting mod on the right.
Ignore warning.
Exit FO4Edit and save when prompted.
So i'll ask again - Whitch version to use with this mod Multi or Single?
Thanks
And I use single mod.
or add instructions on how to patch?
I ask because Pipers replaced weapon had infinite ammo as expected, but when I made her leave her power armour, it had taken some damage and I'm not sure if that's normal.
Other than that your mods are both awesome and im happy that my settlements stopped looking badly and it is really awesome seeing so much content thank you @kinggath along with all your valuable members
PS - Are there any plans for making a collab with the companion heather mod? Thanks in advance!! Have a great day!
I have been using this mod for 2 or 3 years and never had any issue until today. I added a line in "fallout4custom.ini" (the one from my profile because i use MO2) and this mod stopped working. This is what i added:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
This for some reason made the mod stopped working for me, so i did a little reseach and i present to you 2 solutions:
1.- The mod is conflicting with other mod that modifies something related to companions (accuracy, things like that) and for some reason in my case the mod "Player Comments and Head Tracking" was making conflict with this mod, so i changed the load order to look something like this:
[Other mods]
Player Comments and Head Tracking.esp
[Mods related to companions]
Companion Infinite Ammo and Unbreakable Power Armour.esp
2.- The second solution is copy-pasted from the comment section from the "Companion Infinite Ammo" mod, and it consist in making a patch with FO4edit. If you are using MO2, you need to first add this as an executable in MO2 manually.
"SOLUTION IF NOT WORKING:
For this mod to work it needs to load after any other mod that even remotely affects companions (such as UCF or Companion Accuracy Boost/Overhaul). This might be simple to change for you in your mod manager, in my case I needed to use FO4Edit to make my own mini-patch file because the infinite ammo keyword making this mod work was being overwritten by other mods. Below is a link to a video explaining how to make the mini-patch, also once done make sure to enable the mini-patch in your plugins list. After doing this it still did not load last for me so in Vortex I made a rule for the mini-patch to load AFTER the last mod in my load order and then clicked sort.
https://www.youtube.com/watch?v=YuQ0lJat_w0 "
I used the 2 solutions just in case and it worked