Ahh man, I really wanted this mod and your other companion mods to work. But after a lot of trial and error and a bit of diving into xEdit, I realized they are just not VR compatible. A lot of the form Ids are below 800 which due to VR is still on an older version engine, they overwrite the Fallout4.esm in all the wrong places. Normally to get most mods to work in VR, I would just reform the Ids above 800. But that screws up all of the voiced dialog which is a little too much work for me to try and fix. (I'll probably still try someday when I have time) I thought I'd just post this as an FYI. Thank you for your Companion mods anyway.
I've always wanted him as a companion. Thank you! I'm not sure how I missed all of your companion mods until today, but I'm going to try out A LOT of them.
Long answer: The companion script is a modified version of the one I use for my other companion mods, it preserves his trading ability, and doesn't modify his original lines. The new dialogue is introduced via priority, and kicks in once you recruit him as a settler. That way only the NPC itself is modified for maximum compatibility (since his original lines are in Goodneighbor dialogue and worse yet, in the base workshop script).
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Thanks!
Pretty much, yes.
Long answer:
The companion script is a modified version of the one I use for my other companion mods, it preserves his trading ability, and doesn't modify his original lines. The new dialogue is introduced via priority, and kicks in once you recruit him as a settler. That way only the NPC itself is modified for maximum compatibility (since his original lines are in Goodneighbor dialogue and worse yet, in the base workshop script).