This mod is designed to revolutionize the way companions are controlled and interacted with, rendering the companion-wheel obsolete and bringing new elements of team-work and tactics, with the intention of making the game look and feel more as a proper role-playing game than as an action-shooter.
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Changelogs
Version 2.60
New command type: "Step Back"
The "Move To and Stand Guard" marker placing method was improved.
Numerous bugs were fixed. Most noteworthy are the "Essential" option resetting when reloading a game, and the awkward movement/glitchy AI when using special commands.
This update requires the latest JIP LN version to work properly.
Version 2.52
Force-recruited companions can now be set to 'Essential' state.
Companions can now also disarm mines, using the 'Hack/Pick/Disarm' command.
Some minor bug-fixes.
Version 2.50
New feature: Manage Equipment
(see description page for more details)
The Companions Bar will now be hidden when zooming with a scope.
Fixes:
CTD following the slideshow at the end of Honest Hearts.
CTD when sending a companion to a Home Marker, if the marker was at a location that no longer exists.
* This update requires JIP NVSE Plugin v25.00, minimum.
Version 2.41
Fixed a serious script error.
Version 2.40
Numerous improvements & bug fixes, most notably to:
* Infinite Companion Ammo
* True Passive Mode
* Special commands' AI
* Force-Recruit
* Unlimited Companions
Home Markers can now also be set for force-recruited companions.
Requirements:
NVSE v5.0b2
JIP NVSE Plugin v24.00
Version 2.30
The mod no longer requires UIO to run.
JIP NVSE Plugin is now required.
Improved controller support (requires the latest Lutana NVSE Plugin).
Version 2.20
Added Xbox controller support (requires Lutana NVSE Plugin). Please see 'Controls' section, in the description page, for more details on how to use a controller.
Version 2.13
Fixed CTD issues in previous update.
Version 2.12
A companion sent to his home marker will now relax (sandbox) at the location. Moreover, he will no longer be automatically removed from the Companions Bar (you can always remove him manually, via the Companion Settings Panel).
Restoring removed companions (via the 'Interface' sub-menu in MCM) will now instantly re-add them to the Companions Bar, regardless of their current location and how far they are from the player.
The stats panel now also displays the companion's current location and rate of encumbrance.
Several tweaks to Loot/Pickpocket command and to force-recruited companions.
Version 2.10
Added an optional, alternative visual style for the companions bar and the commands bar. You can select (from the 'Interface' section in MCM) either the old "Classic" style, or the new "Light" style, which some people may find more immersive (and less intrusive on the HUD).
The player will now be rewarded the appropriate XP when a companion successfully picks a lock, hacks a terminal, or disarms a trap.
Some minor bug fixes.
Version 2.01
Fixed a bug where some companions were not automatically removed from the companions bar after being fired/leaving the party.
Version 2.00
Companion Home Markers feature was fixed and is no longer broken.
Fixed an issue where force-recruited companions would sometimes become bugged when in combat, and would continuously draw/holster their weapons.
New optional setting: 'No Recovery on Combat End' (see description tab for more details).
All menus will now use DarnUI fonts, if installed.
Removed scripted installer. UIO is now required.
The mod now requires NVSE 4.6b1, or newer.
Version 1.97
Fixed the 'Relax' command (which was broken since v1.95).
Fixed an issue with 'True Passive Mode' which was causing passive companions to repeatedly switch weapons.
Version 1.96
Fixed a minor issue affecting Niner companion.
Improved handling of NCCS-based companions.
Several bug-fixes.
Version 1.95
Note: As of update 1.94, the mod requires NVSE 4.2b3 minimum.
Fixed a potential glitch when scrolling the companions bar.
Scrolling in all menus is now circular (i.e. scrolling down at the bottom goes to the top, and vice-versa).
Fixed warning of outdated NVSE version; added warning of too many loaded plugins (> 139).
Version 1.94
Force-recruiting certain leveled-creatures could sometimes fail, and require several attempts. This should no longer happen.
Version 1.93
Fixed an issue where force-recruited companions were attacked on sight by the Securitrons guarding the entrance to the Strip.
Fixed an issue where the 'Go To and Stand Guard' command was causing CTDs to some people (needs to be verified).
The mod now remains fully-playable even if MCM is not installed (Note that MCM is still REQUIRED for accessing and configuring any of the mod's settings).
Version 1.92
Fixed a glitch in 'Infinite Companion Ammo', occurring when entering weapon-free zones with companions.
Fixed a couple of NVSE functions that could potentially cause CTDs in certain cases.
Fixed a minor issue with 'True Passive Mode'.
Version 1.91
Several tweaks and fixes to home-markers, force-recruit, heal/repair, and NCCS companions.
Version 1.90
Quite a long list of tweaks (including improvements in AI, Infinite Companion Ammo, and in several core processes of the mod).
Version 1.88
New: 'Companion Settings Panel'. Accessed by holding the selection control (mouse wheel by default) for one second when selecting a companion. For full details, see description tab/readme.
'All Companions Are Essential' was removed as a global option. Instead, it is now toggled on/off for each companion, individually, via the Companion Settings Panel.
Set/send to home marker, view stats, remove from companions bar/dismiss force-hired companion - all were integrated in the Companion Settings Panel (right-SHIFT and BACKSPACE are no longer used).
New (and hopefully less buggy) implementation of 'Infinite Companion Ammo'.
When in selection mode, the companion currently selected will now be highlighted (yellow flash). This should make it easier to identify him and his location from afar. It is also very helpful when having two or more companions with identical names and portraits, with no way to tell them apart. This option can be disabled from the MCM panel.
Version 1.86
Most preferences are now saved in an INI file and remain persistent across saves/sessions.
Fixed a serious issue causing companions to not be able to attack after using the 'Attack Target' command.
Re-arranged the MCM control-panel.
Version 1.85
New: 'Slow-Motion Mode' - Slows down the game by up to 80% when using the command interface.
Fixed issues with 'True Passive Mode', 'Companions Don't Require Ammo', and Flyable Vertibird.
Version 1.84
Fixed a couple of issues with the 'Companions Don't Require Ammo' option.
Tutorial mode was partially broken and is now fixed.
Version 1.83
Increased the maximum number of controlled companions to sixteen (from twelve).
Increased the maximum number of visible avatars to ten (from eight).
A few minor fixes.
Version 1.82
Fixed an issue with the 'Companions Don't Require Ammo' option, that was interfering with several scripted events in the game.
Version 1.81
Added five optional pre-set locations to select from when setting home markers.
A few tweaks to the force-hire system.
Fixed a couple of harmless script errors that were throwing messages to the console.
Version 1.80
Modified the appearance of both the companion and command bars.
Several vanilla HUD elements are now automatically re-arranged so that they do not overlap with, and are not concealed by the companions bar. This can be disabled from the MCM panel, just in case it causes any problems (though it shouldn't).
Some more bug fixes.
Version 1.78
New command type: 'Use Crafting Station'. See description tab/readme for more details.
Attempting to force-hire a target will no longer show the fail message, unless the former is impossible to force-hire (extremely rare).
Fixed a few minor bugs.
Version 1.77
Fixed a bug which could potentially cause CTDs when using the 'Attack Target' command.
Version 1.76
Script improvements and some bug-fixes.
Version 1.75
Additional improvements and fixes to force-hired companions.
Version 1.74
Fixed a bug where all weapons were shown in the inventory as using the "MCA" ammo-type when 'Companions Don't Require Ammo' was enabled.
Version 1.73
Setting a home marker, or sending a companion to his home marker, is now done via the commands menu (instead of from dialogue).
Unlimited companions now fully-supports TTW.
Removed all edits of vanilla trap scripts and dialogue. Edits are now done remotely, from the mod's scripts. This will eliminate any potential conflicts with other mods.
Version 1.72
Minor bug-fixes.
Version 1.71
Fixed several serious issues with the force-hire system, that were causing random crashes and weird glitches.
Version 1.70
Fixed several issues with force-hired companions and the force-hire system.
A companion's portrait will now be darkened whenever he is unavailable (i.e. too far or unconscious) and cannot be given commands.
Sending a companion to his home marker will now remove him from the companions bar. He will be automatically re-added the next time you rendezvous with him.
Version 1.69
Bug fix: Guard command will no longer allow selecting invalid locations (such as mid-air).
Bug fix: Moving a companion's home marker to a new location will no longer break the option of sending him there.
Bug fix: Resolved issues with NCCS-based companions' follow AI and inventory access.
Version 1.68
New command type: 'Heal/Repair'. See description tab/readme for more details.
Version 1.66
New optional setting: 'Companions Don't Require Ammo' - With this enabled, companions will no longer require ammo when not using their default weapons.
Version 1.65
It is now possible to mark specific locations as "home" for each companion, individually, sending them there at any time. This is done via special dialogue options that are available for companions managed by the mod. Note that you first have to enable this option from the MCM control-panel.
ANY NPC/creature in the game can now be force-hired, including leveled creatures.
Version 1.63
Added an option to "disable" the companion-wheel, going straight to dialogue when interacting with a companion.
Added support and portraits for companions added by the More Perks mod.
Fixed several issues with NCCS companions, sometimes following the player when not supposed to.
Version 1.62
New features:
- Force-Hire NPC/Creature (See description tab/readme for more details).
- Draw with the Player - Companions will draw/holster their weapons when the player does.
The 'Attack Target' command now also works with companions who do not use weapons (such as animal and abominations).
Version 1.59
Added two new True Passive Mode settings: 'Until Hit' - remain passive until taking damage; 'Until Hit/Player Attacks' - remain passive until either taking damage or the player attacks an enemy.
Version 1.58
New feature: 'All Companions Are Essential'. See description tab/readme for more details.
Adding custom companion-avatars no longer requires using a script nor an additional patch. Big thanks to luthienanarion, who provided an NVSE plugin which made it possible.
Fixed a minor bug in the health-bars display.
Version 1.56.1
Fixed a glitch where the commands bar would no longer respond if it was open when a companion was added/removed from the avatars bar.
Version 1.56
Matching avatar images to companions is now done according to the companion's character name, rather than its source mod file. This will ensure the correct image is used even when the source ESP/ESM file is not the standard release version (and is named differently), or was merged with other files.
Version 1.55
Quite a long list of tweaks and fixes, some minor, some very significant.
Version 1.53
Fixed several potential issues with NCCS and RobCo Certified companions.
Version 1.52
Companions that are made using the NosCo and EZ companion systems are now fully-supported.
Version 1.48
Greatly improved support for RobCo Certified followers. All the commands should now work properly.
Wendy Gilbert's avatar is no longer removed from the companions bar when using her passive options.
Unlimited companions patch is now integrated in the mod, and can be switched on/off from in-game, at any time.
Infinite wait time: Enabling this option will prevent vanilla companions from automatically being fired and returning home after they have waited for 7 consecutive days.
Version 1.46
Better detection of errors in installation.
Various other improvements.
Version 1.45
Companion statistics now include damage threshold.
Optional: When commanded to Lockpick/Hack/Disarm or Loot/Pickpocket, a companion can now read a relevant skill magazine, if he carries one. This option is enabled/disabled from the MCM control-panel.
A few minor fixes.
Version 1.43
New feature: View companion statistics. See description tab/readme for more details.
Version 1.41
Fixed a serious issue with the shortcut hotkeys in the last update.
Several improvemnts to Loot/Pickpocket.
Version 1.40
New command type: Loot/Pickpocket. See description tab/readme for more details.
Version 1.35
Fixed a potential glitch with the shortcut hotkeys.
Version 1.34
New: It is now possible to configure two shortcut hotkeys for giving express commands to all companions at once.
Version 1.32
New optional setting for 'Avatars Bar Visibility': Can now be set to be visible when in selection-mode or during combat.
Maximum number of visible avatars increased to eight (from six).
Version 1.31
Fixed a minor issue with 'Move To and Stand Guard'.
Version 1.30
The mod now requires NVSE version 4.2b2 (or newer). The latter has allowed several improvements in overall reliability, perfect (and no more awkward) synchronization with the companion-wheel/dialogue, and automatic exclusion of incompatible companions.
Version 1.25
Using the command interface no longer forces 1st person POV.
Improved AI for all special commands.
Version 1.24
Resolved a couple of remaining issues with the health-bar display and 'Attack Target'.
Version 1.23b
Further improved the 'Attack Target' command.
The 'Hack/Pick/Disarm' command could sometimes be glitchy when used during combat. A revised script should prevent that from happening.
Version 1.22b
Increased the maximum number of controlled companions to twelve.
Tweaked and improved the 'Attack Target' command, which should perform much better now.
Added a sneak version of the 'Move To and Stand Guard' command. To use it, simply go into stealth mode before commanding the companion(s).
Version 1.20b
Numerous tweaks to all the scripts, to further improve efficiency and reliability.
Version 1.19b
Integrated fixes done by FOOK, MMUE and YUP to several trap scripts, to resolve a conflict with these mods. JIP Companions Command & Control.esp should be loaded AFTER any files related to these mods.
Version 1.18b
It is now possible to "remove" companions from the avatars bar, so that they are no longer displayed or can be selected. This is useful when having more than ten companions and wanting to make room for others (thus enabling to select which ten companions are controlled by the mod), or when having companions that do not have a working companion wheel (and, therefore, cannot be controlled by the mod) and are only cluttering the avatars bar. This option can be reversed by selecting 'Restore Hidden Companions' in the control panel.
Added avatars for Miria, Pitbull Dog Companions and Sarah Conner.
Version 1.17b
Fixed a serious glitch, causing the commands menu to fail when only a single companion was currently hired.
Fixed a bug where some TTW companions displayed the wrong avatar image.
Version 1.16b
Further glitch proofing.
Version 1.15b
Added avatars for Benny Returns, Jocelyn Child Companion, Katie NPC, New Vegas Bounties II, Reunited And It Feels So Good and The Inheritance.
Various improvements to the interface.
Version 1.13b
Fixed a minor bug in v1.12b.
Version 1.12b
Added an avatar for If It Wasn't for Betsy.
More tweaks.
Version 1.10b
Added avatars for Beyond Boulder Dome and Project Brazil.
'Move To and Stand Guard' can now be given as a collective command.
Numerous tweaks.
Version 1.08b
Some tweaks and glitch proofing.
Added Start Conversation to the commands menu.
Version 1.06b
Added avatars for Bella (Bella's Bunker), Cyan, Sonia (Radiation Weapons Kit), and Tess.
Version 1.05b
Added avatars for RobCo Certified, Milton & Hans, and Rusty the Bear.
Version 1.03b
Major flaws that were found in version 1.0b should now be fixed.
All avatars were remastered and are now also in full-colour. It is possible (via the MCM control panel) to select either full-colour or use the HUD colour.
Implemented a method that would enable other modders to inject their companion's unique avatar to CC&C.
Abstract
This mod is designed to revolutionize the way companions are controlled and interacted with, bringing new elements of team-work and tactics, with the intention of making the game look and feel more like a proper role-playing game than an action-shooter.
Using a HUD interface, companions can now be given any companion-wheel command (as well as a handful of new commands), all remotely, in real-time, without having to approach them and initiate dialogue. Effectively, this renders the companion-wheel obsolete.
Similar to classic role-playing games, each companion will have its own avatar displayed on the HUD (see images section), with a health bar, and an indication of its current action (following/guarding/relaxing/in combat etc.).
ANY companion, both vanilla and non-vanilla, should be fully-supported by this mod. Companions who have a working companion wheel, or are based on either the NosCo or EZ companion systems, will be automatically added/removed as controlled companions when joining/leaving the party.
This mod also includes a powerful tool which enables you to force-recruit and control ANY NPC/creature in the game (including enemies). This will be explained in more detail below.
Key Features
ALL vanilla companion-wheel commands. These include:
Wait Here/Follow Me
Stay Close/Keep Distance
Use Melee/Ranged Weapon
Be Passive/Aggressive
Share Items (open companion's inventory)
Use a Stimpak (replaced by 'Use Aid Item(s)'; see below)
Start Conversation
New, very useful commands:
Attack Target - The companion will concentrate on attacking a single target (chosen by the player), using either a melee or a ranged weapon, and staying hidden if the player is in sneak mode.
Hack Terminal/Pick Lock/Disarm Trap or Mine - The companion will perform any of these actions on a target (selected by the player). Success chance is determined by a skill-check (based on the required skill and the companion's level) vs. task difficulty-level. Note that a companion is not required to be proficient in the relevant skill in order to make an attempt, but his success chance will be considerably lower.
Heal/Repair - The companion will treat the injuries of a living target, or repair a robotic target. The treatment includes restoring health, limb condition, curing poison and bringing round knocked-down companions - each requires the companion to carry the appropriate chems/parts in his inventory. For living targets, Stimpaks, Super-Stimpaks, Doctor's Bags, Antivenoms (and RadAways on the player's character) can be used; For robots, the following misc items can be used, for restoring both health and limbs: Wonderglue, duct tape, conductor, scrap metal and scrap electronics (each item restores a different amount, with Wonderglue being the least and scrap electronics being the most effective). The companion's skill and level are used when calculating the effectiveness of the treatment (i.e. how much health/limb condition is restored). Medicine skill is used when healing living targets, otherwise Repair skill is used. Note that when no target is selected, the companion will attempt to treat the player's character, instead.
Loot/Pickpocket - The companion will either loot an item (of any type) or a container, or pickpocket a target NPC (in both cases, selected by the player). As with Hack/Pick/Disarm, success chance is based on the companion's skill (Sneak), and is also modulated by several other parameters (such as the environment and alertness of nearby NPCs). Looted items will be found in the companion's inventory. Aside from the obvious advantage of being able to utilize yet another companion skill, another advantage is that no karma/reputation loss is suffered when stealing/pickpocketing, provided the companion was able to complete the task without being detected. If caught, however, the usual negative effects will apply (though any stolen goods will not be confiscated).
Use Crafting Station - The companion will use a workbench, a reloading bench, or a campfire to craft items. This will open the appropriate recipe menu, depending on which crafting station was targeted. The companion's skills will be used (instead of the player's) to determine which items can be crafted. The companion will also receive a temporary skill boost, equal to his level. All the ingredients required for crafting the items must be carried by the companion, in his inventory.
Move To and Stand Guard - The companion will move to where the crosshair is pointed at and remain there on guard, attacking any enemy who comes near, and staying hidden if the player is in sneak mode.
Use Aid Item(s) - An improved, more "intelligent" version of the companion wheel's 'Use Stimpak' option. Stimpaks, Super-Stimpacks, Doctor's Bags or Antivenoms - any of these can be used by a companion when given this command. Only those items which are required to treat his current injuries (if any) will be used, to prevent waste. If the companion is within 10 feet of the player, the player's Medicine skill will be used to determine the effectiveness of the healing item (unless the companion has a higher skill). If the companion is farther than 10 feet, he will need to carry the required items in his inventory. Note that non-human companions cannot heal themselves, and must therefore be very close to the player when using this option.
Relax - The companion will go into "sandbox" mode, interacting with idle markers, furniture, food, drink and other NPCs in his vicinity.
Cancel Command - Cease doing any of the above.
Force-recruit NPC/creature - This powerful tool enables you to force NPCs/creatures into joining your party and become fully-functional companions. "Forced" companions will follow any command given to them via the CC&C command interface. Creatures will also have a portrait in the companion bar.
ANY NPC/creature in the game can be force-recruited (including enemies).
Force-recruiting an NPC/creature will override its normal AI behaviour/routine. Use with caution when force-hiring plot-related NPCs.
This can be used with "simple", custom companions created in the GECK and added to the game - you don't have to make or deal with any scripts/packages/dialogue at all.
How to use:
Hold down the Force-Recruit hotkey (the key is set from the MCM control-panel).
Point the crosshair at the target NPC/creature until it flashes green.
Release the key and confirm.
To dismiss a forced-recruited companion, open the Companion Settings Panel (see below) and select 'Dismiss Companion'.
Manage Equipment - Enables complete control over the equipment companions use. Have a companion (un-)equip a weapon/armor, or use a consumable item (chem/food/magazine), similarly to how it is done with the player character - via the inventory menu. The companion's equipment is "locked", preventing him from switching equipped items independently. How to use:
Open the companion's inventory (use the 'Open Inventory' command).
Highlight an item, then right-click (or press the 'X' button - if using a controller).
True Passive Mode - With this option enabled, a companion that is set to 'Be Passive' will become truly passive in combat - he will draw his weapon and remain close to the player (or stay put if told to wait), but will not engage enemies at all. There are five optional settings:
OFF (vanilla behaviour).
Remain passive until taking damage.
Remain passive until the player attacks an enemy.
Remain passive until either taking damage or the player attacks.
Remain passive always.
Infinite Companion Ammo - With this setting enabled, companions will no longer consume ammo when not using their default weapons. Note that a companion must still carry at least one round of the required ammo type in order to equip a weapon.
Unlimited Companions - With this enabled, you will be able to recruit as many companions as you like, and will no longer be restricted to having a maximum of two companions (one humanoid, one critter) at a time. This option can be switched on/off from in-game, at any time.
Draw with the Player - Toggling this option will make companions draw/holster their weapons when the player does.
No Recovery on Combat End - With this setting enabled, companions will no longer fully-recover health and limb injuries when combat ends. When regaining consciousness, companions will recover only 15% of their total health.
Companion Settings Panel - Various settings can be configured from this panel for each companion, individually:
Essential - Prevents the companion from dying when reaching 0 health. Only applicable in hardcore mode.
Infinite Ammo - Whether the 'Infinite Companion Ammo' option will apply on the companion.*
Manage Equipment - Whether the option of the same name will apply on the companion.*
Set Home Marker - Marks a specific location as the companion's "home".
Go to Home Marker - Self-explanatory.
View Stats - Displays the companion's statistics and attributes, including current location, experience level, SPECIAL, skill level, damage threshold, damage resistance, encumbrance rate and limb condition.
Remove from Companions Bar - Self-explanatory. Removed companions can be restored by selecting 'Restore Removed Companions' in the 'Interface' sub-menu in MCM.**
* This enables to turn off this feature only for specific companions (rather than completely) if it is found to cause issues with them. ** Useful when having more than sixteen companions (the maximum the mod can control) and wanting to make room for others.
Additional notes on Home Markers:
Setting a Home Marker will not change the location where the companion will travel when leaving the party.
The only way to send a companion to his Home Marker is via the Go to Home Marker option.
Sending a companion to his Home Marker is not the same as dismissing him, and will not remove him from the party.
Can control up to sixteen companions. If you have an entourage of more than sixteen companions, you can select which sixteen are controlled (see above) - the rest will be ignored.
Can display up to ten companion-avatars. You can select which companions are displayed.
Includes unique avatar (portrait) images of more than 150 companions (see 'Miscellaneous' below for a list of mods). Where no unique avatar is available, a generic, placeholder image will be used instead. Adding new avatars is fully-supported, and very simple. An in-depth guide is available from the files tab, which demonstrates, step by step, how you can create your own avatar images.
MCM Control-Panel - Most aspects of this mod, including controls, display properties and optional features, can be configured according to your preferences.
Controls The following is a summary of the controls used in this mod and their different functions in each of the three bars/menus.
(M/K = When using a mouse & keyboard, CT = When using an Xbox controller)
Activating the CC&C interface - M/K: Hold 'C' key, CT: Hold 'A' button for one second.
This mod was designed to be as lightweight as possible, with a minimal game footprint, and should not have any adverse effects on performance (including on slow machines).
Using the Nexus Mod Manager/Fallout Mod Manager/Mod Organizer: Install in exactly the same way you would install any other mod.
Install manually: Extract the contents of the .7z file into your Fallout: New Vegas 'Data' folder, then open what mod manager you use and make sure “JIP Companions Command & Control.esp” is ticked.