Worked perfectly up until doing dead money; i assumed you could bring companions in so i had arcade in my party when entering. Didnt think anything of it when it said he'd gone back to freeside, but now several hours later I can't rehire him from freeside and i dont have a whole lot of options for saves before dead money. I've tried dismissing companions at both the gun runners and the lucky 36 to no avail. Is there anything else i can try?
When I recruit Arcade, he just goes back to the bunker. Telling him to wait doesn't work, telling him to go to the Lucky 38 or the Old Mormon Fort doesn't work, and even taking him to a DLC area doesn't work. Does anyone know how to fix this? By the way, I'm not using the unlimited companions mod.
Sorry for my poor English. The reason is, Arcade's packages haven't changed in this MOD.
Arcade has other packages such as "ArcadeToRemnantsBunkerPackage" above the "Packages that acts as a player character's companion". If there are multiple packages that meet the conditions, the higher package has priority. (And unrelated to this issue, but a package added by the script will have priority over everything else.) I don't remember exactly how it was displayed in GECK, but in FNVEdit you can see it in "Packages (aligned)" in "VFSArcadeGannon (0010C767)".
There are two solutions: 1) Reorder his packages, or/and 2) Add a condition "Arcade is not currently hired as a companion" to the packages themselves above the "Companion Packages" if needed. But, keep in mind that both solutions will conflict if you have any MODs that modifies Arcade's data or his packages. Or it can cause other glitches.
Alternatively, the MOD "Main Story Alterations" is actually making changes to the priority of his packages and also added a condition to one package. So it's a good idea to check that MOD with FNVEdit, or just use it.
First of all, your English is perfect! Secondly, thanks for the explanation, though this is way beyond me in terms of understanding. Right now I'm just using the post-game mod, which makes it to where he becomes a companion after completing the game if you've done an independent ending. I haven't tested it, but I'm hoping it works properly!
Sorry for getting back three months late! I tried console commands and it didn't work. I would spawn him, tell him to follow (or wait if he was already following) he'd say ok, then walk away into the Remnants Bunker, where he'd disappear unless I spawned him, and he'd do the same thing again.
Hello, i got FNVedit but im wondering if i could get a little help with how to reorder the packages, i tried using this mod and the storyline alterations and arcade still wanders off, so all im asking is how to reorder packages any help is appreciated
Sorry to say but I'm not sure how to help you. I haven't used this mod in years, and I'm not very knowledgeable with FNVEdit. Hopefully you can find a tutorial out there, or maybe check the Fallout New Vegas subreddit!
Everyone here is commenting because they wanted to keep Arcade. I just wanted to see if I could get the Enclave on the Legion's side while giving Arcade over to Caesar.
i was worried this wouldnt work considering all the people that where having problems with it. worked perfectly for me my dudes. installed with fomm. endorsed and tracked. essential.
I said to Arcade to fight with the bois, long ago, now i wanted him to be my companion, so i installed this, and i went back to the bunker, console commanded „Unlock“ on the door i found arcade, told him to follow me, he agreed went outside, then he just went back in the bunker............. fast traveled to „random location“, he appeared then just walked away, and like 15 steps later, he just disappeared, teleporting to him, he was at the bunker, so any way to fix this?
It's a shame this mod dose not pare well with unlimited companion mods. On my last run I forgot to send Arcade back to the 38 and now I basically lost him.
32 comments
By the way, I'm not using the unlimited companions mod.
The reason is, Arcade's packages haven't changed in this MOD.
Arcade has other packages such as "ArcadeToRemnantsBunkerPackage" above the "Packages that acts as a player character's companion". If there are multiple packages that meet the conditions, the higher package has priority. (And unrelated to this issue, but a package added by the script will have priority over everything else.)
I don't remember exactly how it was displayed in GECK, but in FNVEdit you can see it in "Packages (aligned)" in "VFSArcadeGannon (0010C767)".
There are two solutions: 1) Reorder his packages, or/and 2) Add a condition "Arcade is not currently hired as a companion" to the packages themselves above the "Companion Packages" if needed.
But, keep in mind that both solutions will conflict if you have any MODs that modifies Arcade's data or his packages. Or it can cause other glitches.
Alternatively, the MOD "Main Story Alterations" is actually making changes to the priority of his packages and also added a condition to one package. So it's a good idea to check that MOD with FNVEdit, or just use it.
Secondly, thanks for the explanation, though this is way beyond me in terms of understanding. Right now I'm just using the post-game mod, which makes it to where he becomes a companion after completing the game if you've done an independent ending. I haven't tested it, but I'm hoping it works properly!
I just wanted to see if I could get the Enclave on the Legion's side while giving Arcade over to Caesar.
worked perfectly for me my dudes. installed with fomm. endorsed and tracked. essential.
edit: wont let me endorse. sorry.
fast traveled to „random location“, he appeared then just walked away, and like 15 steps later, he just disappeared, teleporting to him, he was at the bunker, so any way to fix this?