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About this mod

Your companion charges a daily fee to remain with you, mule your crap and put up with your bizarre behaviours.

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Your companion charges a daily fee to remain with you, mule your crap and put up with your bizarre behaviours.

Install this mod at any time in any game and the player is given a never ending [ .SKK Companions charge caps menu ] aid item (craft replacements at chemlab) to configure:


Daily Fee [ 1% | 2% | 5% | 10% | *10 caps | 50 caps | 100 caps ] 

Include Robots [ *On | Off ] e.g. Codsworth & Ada

Include Animals [ On | *Off ] e.g. I have no idea why you would.

Caps messages [ *On | Off ] does not suppress game generated messages.

Daily Fee [ Enabled | *Disabled


By default it is disabled so you need to enable it in the menu or using a console command.

The daily fee is either a percentage of your total caps or a fixed value. You can set any custom value from 1% to 99% or 1 cap to 65536 caps with the console. If you have heaps of caps use a percentage which can quickly erode them.

The fee is charged in advance as soon as it is enabled if you have a companion, or on new hire/recruitment.

The daily fee updates once every 24 game hours which is affected by your real-time timescale setting. 

If you switch enable / disable / enable configuration with the same companion in the same day a new fee is not charged for that day. But, if you dismiss a companion the payment record is cleared so you will pay again if you re-hire on the same day.

If you don't have sufficient caps the companion will not hire and dismiss themselves, returning to their last home location. Yes with all the stuff they are muling for you, so pay attention to your finances.

This only manages one companion in the base game Companion quest alias. It does not manage Dogmeat as he does not have opposable claws to handle caps transactions and dogs do stuff for chow. It does not know about multiple companion/follower solutions which should handle their own charging mechanisms. 





CONSOLE CONFIGURATION
=======================

If another inventory menu item triggers you, just throw it away and use the console (or make an MCM JSON thing):

set SKK_CCCCapsCost to 10      ;values below 1 are percentages of your total caps (0.01 is 1%, 0.1 is 10%)
                               ;else its the actual value. 
set SKK_CCCIncludeRobots to 1  ;value 0 or 1 
set SKK_CCCIncludeAnimals to 0 ;value 0 or 1
set SKK_CCCShowMessages to 1   ;value 0 or 1
set SKK_CCCEnabled to 0        ;value 0 or 1 this value is only used when the mod is first installed,
                               ;otherwise call this function to switch state: 

cqf SKK_CCCQuest "SKK_CCCQuestScript.SwitchEnabled" value ;0:disabled 1:enabled


The values can be static hacked with xEdit in place or as an over-ride file before the mod ever loads. Once loaded only the menu or console command changes will update the system.


INSTALLATION
=============

Install this mod at any point in any game as it is 100% new content. It has zero dependencies on *anything* and no load order requirements.

Copy SKKCompanionsChargeCaps.esp and SKKCompanionsChargeCaps – Main.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. 

As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds. The BA2 archive is modified to work with any version.

Even though some may get lucky, SKK does not support the removal of any CreationEngine mod from an active savegame. Those who know, know.

Yes you can ESL flag the ESP.  Form IDs are not already compacted as forms below 0x0800 breaks VR compatibility and cant be undone.


KNOWN CONFLICTS 
===============

None.


KNOWN ISSUES 
=============

None.


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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
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