I CAN CONFIRM that so far, this mod works with the latest 2018 release of TTW (Tale of Two Wastelands)! I don't know how it happened because I haven't made any deliberate updates, but a Companion Communications Terminal shows up inside of Moira Brown's Craterside Supply Shop in Megaton!
So far, however, the mod is still only scripted to call New Vegas specific companions. Time permitting, I may look into expanding it into a specific TTW version that will allow for the calling of all companions across both Wastelands.
This mod is great and saves a lot of time. I wish there was a way to add Rex and E-DE, but even with just the human companions it makes things much easier!
I'd like to know how this mod would work with JIP Companions Command and Control. It's the only stable unlimited companion mods for Viva New Vegas. I especially would love to see the enhanced dialogue options implemented in my game.
Coincidentally, I run JIP Command and Control, along with my own mod here. No conflicts whatsoever. JIP CCC is amazing. I've had some fantastic playthroughs recruiting Raiders and other NPCs, and finally realized you can use it to shorten other quests that have you running back and forth between different people, just by bringing one along (looking at you, King in Freeside)
this mod is so close to what i was looking for its a shame it lacks the 1 thing i want from a mod like this. yes the terminal idea is a good thing as it fits the current i-game terminal thing but a better idea (and what i was looking for) would be a function added to your pip-boy that works like a ncr emergancy radio aka lets you carry it as a item and use it to summon 1/ all of those you have met and have traveled with maybe you can make changes to the mod to include this idea
That is actually a really good idea, and ironically, the release of The Outer Worlds has gotten me back into playing the old Fallout games, for nostalgia's sake. I might just have to take a look into this idea and brain it out into a mod! Thanks for the suggestion.
Sorry, but those companion customizations come from other mods, as well as some private tweaking that I did to my personal game! I can't recall which it was, but I know I downloaded a hair pack, and some clothing mods, and then just redesigned the companions for my personal game. Here I was just showing that off, LOL, but to get those looks you have to download those mods and do the tweaking yourself.
Lol, that comment was from 3 to 4 years ago, surprised you decided to reply now. It's fine anyway, I've learned how to mod better and know how to make my own customisations. All good man.
Does this work with modded companions? Mine dissapeared into the void and I was hoping this mod would summon them too, or if there is a fix to prevent this all together that'd be great too.
Yes, it should! As a matter of fact, the whole reason I designed this mod in the first place was because Veronica kept getting lost. I wanted a way to summon her back in-game, without resorting to using the console commands to keep the immersion. So, even if you have modded companions, this mod should still summon them back to you if they get "lost". As you can see, my companions are heavily modded and it works for me.
i'm wondering...this must have been mentioned before, right? i would LOVE to see a version of this that work with underwater home. specially the dismiss to the companions quarters...should be a fairly simple matter, no?
Simply because there are so many different versions of EDE and REX to keep track of. I could easily implement the terminals to be able to call EDE and Rex - but which EDE or REX are you calling, based on the way you decided to play the game? Regular EDE? Fully upgraded EDE? Lonesome Road EDE?
Rex with Rey's brain? Rex with Violet's brain? Rex with some other dog's brain? At the time I decided to write the mod, I just decided to stick with humanoid characters because they each have a single instance of themselves in the game, whereas with Rex and EDE, not only do you have to call an instance of that character, but the correct version as well. But otherwise, I hope people find it useful for managing humanoid companions.
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So far, however, the mod is still only scripted to call New Vegas specific companions. Time permitting, I may look into expanding it into a specific TTW version that will allow for the calling of all companions across both Wastelands.
would you? ...pretty please?
Rex with Rey's brain? Rex with Violet's brain? Rex with some other dog's brain? At the time I decided to write the mod, I just decided to stick with humanoid characters because they each have a single instance of themselves in the game, whereas with Rex and EDE, not only do you have to call an instance of that character, but the correct version as well. But otherwise, I hope people find it useful for managing humanoid companions.