I would also like to know the answer to this question. I am currently using the original and the updated script fix. It seems to work, but if this also works it would mean one less esp. I rarely play with multiple companions anyway but there are times I would like to hire one if only to send him to the Lucky 38 without having to dismiss current companion.
It's hard for me to say actually :/ I feel like my method is a bit sloppy. It works by telling the game that the followers are not actually active (in the scripts anyways). So without knowing the other mods' method(s) I couldn't really say. I do know that Gopher (of much Fallout community acclaim) uses "Cirosans Classic Overhaul" from this site, and that seems to be working perfectly for him, though you get a bit more than extra followers.
Thanks for your reply. I have recently started using this and have had no problems with it. Unlike the other system, I have been able to recruit have ED-E and Rex at the same time. Like I said I usually do not actually play with more than one at a time but in situations such as having Rex with you when ED-E's upgrades are complete, it allows you to go retrieve ED-E and send it to the Lucky 38 rather than having to dismiss Rex just to do that. I looked at the overhaul you referenced and it does not interest me at this time. I always play low charisma characters so the increased companion limit there would not be useful.
I'm having an unusual issue with this mod. I have Arcade Gannon, Lily, Cass, ED-E, and Rex. But for some strange reason only ED-E and Arcade actually fallow me around. Rex, Lily, and Cass just hang out where ever they spawned after I move from one cell to another (fast travel, entering or exiting buildings). Anyone know what's going on? Didn't start until I recruited Arcade Gannon.
wcstorm11 -- Thanks for the great mod! I'm using it mainly for convenience (so I don't have to pick up & drop companions to do their stuff). It's making me kinda overpowered, but somehow I'll deal....
The one issue I"ve found is that I just entered the Dead Money area and I still have Veronica & Cass. Boone (the first humanoid companion I hired) and ED-E were booted out, but my 2nd & 3rd humanoids are hanging out at the fountain with me. I don't know if you consider this a bug or feature, but personally, I give it a 3 on the 10 point Bug<->Feature scale...
Not a big deal, I'm going to load up the save from before entering and drop 'em manually, just wanted to let you know.
Installed this mod and it *was* working fine. I sent Gannon back to the Lucky 38 for a quest, then went to pick him up before heading out of new vegas. Now he won't join me, and I'm getting a 'one follower at a time' message. Have downloaded new mod manager, also re-installed this mod. Disabled companion sandbox mod. Still no luck. This mod suddenly doesn't want to allow me to have multiple followers. Is this because I unpartied gannon for a time? Would like to me able to unparty/re-party at will.
OK, mods works fine now. Found the mod conflict! The animated Prostitution Mod is causing this issue. Not only with this mod, the improved Sunny Companion Mod is also not working with animated Prostitution on. But i don't use the original AP Mod, i use a German translated version. So i do not know if the original animated Prostitution Mod is causing conflicts too. I deactivated AP know and use this mod instead. Thanks for that great Mod!
Sorry, doesn't have any effect in my Game! (I could still have only one Vanilla Companion at the same time) Don't know why because of the comments from the other here, it seems to be working. Is there a known mod conflict or something like that? Oh by the way, i lately installed all of the official DLC. Before that i had an other version of this mod running and working. But after i noticed that this mod stopped working i installed this version here...but had the same (non existing) effect!
It means that there's no longer a limit on how many companions you can have at one time. You can have your entire posse following you around at one time.
i always wondered this. is there a way to make some1, anyone follow u with out using that spot, like u keep them in a quest forever? (like that army gal in FO3)
73 comments
I feel like my method is a bit sloppy. It works by telling the game that the followers are not actually active (in the scripts anyways). So without knowing the other mods' method(s) I couldn't really say. I do know that Gopher (of much Fallout community acclaim) uses "Cirosans Classic Overhaul" from this site, and that seems to be working perfectly for him, though you get a bit more than extra followers.
Hope that helps!
The one issue I"ve found is that I just entered the Dead Money area and I still have Veronica & Cass. Boone (the first humanoid companion I hired) and ED-E were booted out, but my 2nd & 3rd humanoids are hanging out at the fountain with me. I don't know if you consider this a bug or feature, but personally, I give it a 3 on the 10 point Bug<->Feature scale...
Not a big deal, I'm going to load up the save from before entering and drop 'em manually, just wanted to let you know.
The animated Prostitution Mod is causing this issue. Not only with this mod, the improved Sunny Companion Mod is also not working with animated Prostitution on.
But i don't use the original AP Mod, i use a German translated version. So i do not know if the original animated Prostitution Mod is causing conflicts too.
I deactivated AP know and use this mod instead.
Thanks for that great Mod!
Don't know why because of the comments from the other here, it seems to be working.
Is there a known mod conflict or something like that?
Oh by the way, i lately installed all of the official DLC. Before that i had an other version of this mod running and working. But after i noticed that this mod stopped working i installed this version here...but had the same (non existing) effect!
It means that there's no longer a limit on how many companions you can have at one time. You can have your entire posse following you around at one time.