Fallout New Vegas
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HunterZ

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HunterZ

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About this mod

Adds an MCM menu for viewing/modifying some of the game\'s companion-related script variables. Allows the player to hire unlimited human and critter companions and use the NCR Emergency Radio at will, among other things.

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Changelogs
Summary:
Follower Cheat Menu v6

Adds an MCM menu for viewing/modifying some of the game's companion-related script variables. Allows the player to hire unlimited companions and use the NCR Emergency Radio at will, among other things.

Requires MCM, which requires NVSE.


Notes:
** NEW IN V6 **
*** MCM v1.5 (OR NEWER) IS NOW REQUIRED FOR THIS MOD TO BEHAVE PROPERLY ***
I've added some controls to the misc->general submenu to force all companions currently in the party to follow, wait, and/or move to the player. This allows you to use a single click to (un)park your entire party outside of Caesar's tent, for example.


This mod started as my first try at using Mod Configuration Menu (MCM, http://newvegas.nexusmods.com/downloads/file.php?id=42507). I initially wrote it because people complained about glitches with some of the other companion mods out there, and it looked to me like it would be easy to hire multiple companions by just having in-game access to the relevant script variables.

This allows you to access the following companion features:
- humanoid in party flag
- critter in party flag
- total humanoids+critters in party count
- force all companions in party to wait, follow or move to player
- hired/fired/available/lucky38/dead/aggressive/weapon/follow/enabled/essential flags for Boone, Cass, Veronica, Lily, ED-E variants, Raul, Arcade and Rex
- access inventories of the above-mentioned companions, even when they are not currently hired
- teleport any of the above-mentioned companions to the player, or vice-versa
- recruit all 3 versions of ED-E at the same time (no upgrade, weapons upgrade and armor upgrade versions)

As a bonus, it also allows you to access the following NCR Emergency Radio related features:
- bypass delay after calling for support
- supply drop quest state
- dismiss specific followers, including bugged ones picked up at Camp McCarran


Its main use is to allow hiring of unlimited companions; this can be accomplished in different ways depending on the companion type:

For humans, disable the "humanoid in party" flag just before attempting to hire an additional companion. This is all that needs to be done, as the game will automatically re-enable the flag upon hiring, as well as incrementing the variable containing the total number of followers.

For critters (ED-E and Rex), disable the "XXX hired" flag for the critter that is already in your party. This will allow you to hire the second critter. Then, re-enable the "XXX hired" flag on the first critter so that it stays in your party too.


Note that you apparently cannot disable the essential flag for companions who are in your party (in casual mode at least), although you can set it for ones who are currently not in your party.

Note also that recruiting multiple versions of ED-E is obviously a bit buggy. For example, you won't see the companion wheel for the extra versions, and they may not all follow you and/or engage in combat.


If you encounter glitches that you think may be the result of having more than 1 humanoid and/or 1 critter in your party, you might try re-loading your last save and forcing the total number of followers variable to a max of 2 (1 if you have a humanoid, plus 1 if you have a critter). I've been playing the game with larger counts for quite some time, however, and have not noticed any problems.


Compatibility:
I'm not sure how this mod will interact with the DLCs. Personally I have them all installed and activated, but I am currently playing through the base part of the game before visiting the DLC areas.

This mod should not conflict with any other companion mods (even unlimited companion mods) as it does not touch any variables unless you use it to modify them. On the other hand, it will also not provide special support for unofficial companions. Please don't ask me to add such support, as there is a large amount of code required per companion.


Installation:
First, install NVSE and MCM (version 1.5 or newer) and make sure they are working properly with the game. Then just install this mod via NMM/FOMM, or by manually placing HZFollowerCheatMenu.esp in the game's Data folder, and activate it via whatever method you are using for other mods.

Load order shouldn't matter, except that MCM may need to be loaded first.


Changelog:

Version 6:
- Added options to first submenu for forcing all companions in party to wait, follow or move to player
- Removed MCM dependency on esp filename.

Version 5:
- Performed a major restructuring of script code to avoid size limits
- Moved follower submenus to a separate top-level MCM menu entry
- Added submenus for ED-E variations; note that common ED-E parameters are greyed out on non-stock ED-E submenus
- Added the ability to control aggressive/passive, melee/ranged and default/long/wait follow behaviors
- Added the ability to access followers' inventories, even when they aren't hired

Version 4:
- Added enabled/essential flags for various companions, including all 3 ED-E versions
- Added options to move companion to player and vice versa, including all 3 ED-E versions
- Fixed a typo that was showing ED-E's dead flag on Lily's submenu

Version 3:
- Added submenus for Boone, Cass, Veronica, Lily, ED-E, Raul, Arcade and Rex
- Added hired/fired/available/lucky38/dead flags to each companion's submenu
- Both critter companions (ED-E and Rex) can now be hired at the same time

Version 2:
- Added various options for NCR Emergency Radio and related followers
- Moved options into Primary and NCR submenus

Version 1:
- Initial release
- Allow control of humanoid/critter in party flags for unlimited companion cheats
- Allow control of total companions in party count


My mods: