... where "Buddies Are Forever - or until one rusts away".
This is a full-featured Securitron companion mod with Quests and New Wasteland Encounters. Your buddy will have a Companion Wheel and a complete set of abilities. He levels up with the Player's character, gains enhanced armaments over time, and has a "passive" combat mode that really works. There is an introductory quest, an extended quest to acquire upgrades, and context-sensitive dialog.
Feel free to post questions, comments, suggestions, and problem reports. See the Description page for a list of features, and the Article (Buddy Bot F.A.Q. and Spoilers) for details.
If you use Nexus Mod Manager (NMM), then go get the newest update found Here.
Just wanted to put a note here for anyone else that might run into this: If using the mod I Fought the Law - NCR Start, which allows you to bypass befriending the powder gangers to do that quest, Buddy Bot's scripting will still assume you're a bad guy because you started it and BOOM. I don't know of a simple workaround where you can do both rather than one or the other.
Anyway, it's a real edge case similar to the other problem in this thread with "Simply Uncut", but figured it was worth a warning.?
Is it possible via FNVedit to somehow make him the secondary follower (like Ed-e and Rex), so I don't have 3 followers. I realize I could just dismiss the third one, but I wanna try editing it first if its possible.
FYI: I acknowledge that players are permitted by Nexus Mods rules to make personal changes to mods for their own private use -- however, I do not provide support for altering my mods, and do not allow such discussions on my mod forums.
The range checking makes my game stutter (the enhanced sensors and target analysis). Could you make a patch which disables the check (or these two perks entirely, that should be fine)? It lags especially when the perks are enabled or disabled
For some reason the buddy bot doesnt have a voice, and when i try to talk with him the mod give me an advice saying that he will say something when a little box in the corner appear saying that buddy have something to say, i press ok and i get stuck looking at buddy, the big dialogue box dont appear when i interact with him, i cant move my camera only can load the previous save.
Buddy has text dialog only instead of voiced audio.
Perhaps you installed a mod that can break the dialog for NPCs in other mods. These mods have been known to break text-based dialog in the past: "Children of the Wasteland", "Jocelyn", "Factions Reloaded", "Baker in the Sun", and "Talking Deathclaw Companion". So be wary of installing them unless their issues have been resolved.
The quest was pretty cool, unfortunetly he blew himself up even thought i am vilified to the powder gangers and i am neutral to caesar's legion (because i tried to get him the earliest possible)
1 ) Did something happen to cause him to decide to self-destruct? Did you begin some quest, or agree to something, or join or become an ally of a bad guy faction [Powder Gangers, Goodsprings Powder Gangers, Fiends, Raiders, and Caesar's Legion] ... any of those kinds of things that he might consider to be evil? Please describe the circumstances in as much detail as you can -- the idea being to discover whether his destruction was actually valid, or a bug to be fixed.
2 ) And how far along in his quest series did you get?
3 ) Do you have a saved game from before the self-destruction that I could examine? Saved games have .FOS as a file extension. It should be a "full" save, not a quick save. Upload it to a file sharing service somewhere with instructions on how to grab it, or email it as an attachment to [email protected].
1 ) I completed ghost town gun fight and got vilified by the powder gangers and didn't interacted with the rest of the "bad guy" factions, i also installed "simply uncut" and for some reason before i got vilified, powder gangers spawned near goodsprings and the ones near the bridge that you get one of the logs from the dead bright brotherhood followers are always hostile, also i think it's probably my fault because i kept turning it on and off in mid playthroughs because it caused cell corruptions in some areas. but i highly doubt that it could affect the reputations like that.
2 ) He self-destructed before i recruited him.
3 ) I'm going to try that, but idk if it's gonna work though.
Do you mean it happens just after you take him out of the crate and you tell him you are not an enemy but he does not believe you? That can happen and be valid if the game believes your character is currently in any of the factions that I listed above or if the quest "Run Goodsprings Run" is currently active (i.e. you agreed to help Joe Cobb).
If you can provide a saved game for a point in time before you talk to him, I'll take a look at it. I suspect that your character is considered by the game to be in one of those bad guy factions. Either because of an earlier faction interaction or because of something else you installed.
I can load that saved game without problems. I then go and retrieve Buddy from his crate, talk to him, and he is happy to come along with me adventuring. No self-destruct. And I confirmed that your character is/was not currently in any of the bad guy factions listed above (but your own installs might change that).
Which implies that if he self-destructs when you load that exact same saved game, the problem is the result of something else you currently have installed (and I do not) -- maybe something that forces a faction relationship. So perhaps try temporarily disabling other mods and patches to discover which one causes the problem to stop happening when it is disabled ...
I disabled mostly of my mods, specially the ones that could conflict with it (companion mods and simply uncut) and it still happens, i think i'll just start a new savegame.
Be sure to disable any merged patch while testing because merged patches can force an auto-load of disabled items. In fact, disable everything but this mod, which is essentially my own setup, and see what happens. I'm guessing that something else you installed is altering faction relationships.
I disabled EVERYTHING except the DLCS and the base game, it still happens even if i made a new quicksave to it no try to load things from other mods. now it's very likely that the "simply uncut" mod is conflicting with this, since i've kept disabling and enabling it in some areas, also forgot to mention that i also have NVAC installed but it shouldn't conflict with any mods, i also installed it manually.
Try this ... * load the saved game * press ~ to enter Console Mode * type this: player.RemoveFromAllFactions * press Enter * press ~ to leave Console Mode * go open the crate ...
Your problem is the result of a conflict with "simply uncut". That mod automatically starts a quest which ordinarily you might eventually discover and either decide to do it or not do it. Since that mod starts that quest automatically it causes you to be a bad guy. During that quest you can eventually decide to do the bad thing, or change your mind and do a good thing instead. But since that good/bad decision has not yet occurred when you open the crate, you are currently a bad guy. Which is why Buddy does not believe that you are really a good guy.
The quest is called "I Fought the Law". It has been altered to start automatically, to run quietly in the background, and to not appear in the Pip-Boy quest list.
That quest is currently running in your saved game, which is why disabling things does not help and why it is not a faction relationship issue.
So the quest didn't deactivacted when i disabled the mod because it's a vanilla quest? also i legit didn't know that a mod could mess a vanilla quest so badly like that, i'm also surprised it didn't fail when i got vilified, guess it's impossible to recruit him now unless i make a new character sadly, i can still regain all the progress i made pretty fast though, thanks for helping anyway. you probably won't do it but any chances you will make a compatibility optional file for "Simply Uncut"?
You could do the following, but there might or might not be potential side-effects. Use these steps to stop the quest immediately after loading that saved game. Buddy will then be happy to adventure with you.
* press ~ to enter Console Mode * type this: StopQuest 8d0e3 * press ENTER * press ~ to exit Console Mode * go open the chest
I prefer to not make compatibility patches for mods that break basic game play and original game quests, because then I would have to support those patches forever, and would have to stay up-to-date on the changes the authors might decide to make. Too complicated. And of no interest to me, especially if I do not use those mods myself.
If you decide to start a new game and still use that mod, you could stop the quest then. Or if you know how to use the FNVEdit modding tool, you can use it to edit that mod and toggle off the quest's auto-start ("Start game enabled") before beginning a new game. The quest's status can be examined (1 = running / 0 = not running) by issuing this command in console mode: GetQuestRunning 8d0e3
Like stage magic, there is a loss of wonder when the simplicity of a thing is revealed ... <chuckle>
Your earlier posts led me to suspect that "Simply Uncut" was potentially the source of the problem in some way. So I examined that mod's description and its downloads. I then tested that mod's optional dialog download since dialog mods sometimes have mistakes that break the dialog of other mods. It might have been breaking my dialog by forcing the wrong dialog topic selection -- but it proved to be okay. I then checked that mod's faction definitions to see if there were conflicts or forced overrides -- but there weren't. Since dialog and factions were okay, I then checked quest status while running the saved game and discovered (via console mode commands) that one of the quests that Buddy would not be happy about was actually running, but it was not visible in the Pip-Boy's quest list. Ah hah!!!
So I examined that mod to see if it was the culprit that altered key "bad guy" quests -- and discovered that the one I noticed ("I Fought The Law") was indeed altered to start automatically (instead of being an eventual player interaction choice), ran quietly in the background, and altered to not be visible in the Pip-Boy quest list. So naturally I then ran several tests where I opened the crate to talk to Buddy, with and without that mod installed, and confirmed it to be the root cause of the problem. A simple use of console mode commands then confirmed that the running quest could be stopped upon loading the saved game when that mod is present, with Buddy then being happy when the crate was opened thereafter.
I used the FNVEdit modding tool to examine mod content, and the GECK Wiki for console mode commands.
Great companion mod. So i've read the F.A.Q but i still have some questions.
Q1. does losing karma and/or attacking the factions that are the good guys, counts as being the "bad guy?"
Q2. after getting the last upgrade where buddy bot becomes essential, does that mean he'll not blowing himself up for finding out that the protagonist being a bad guy?
Buddy's view of "good guy" versus "bad guy" is mostly Faction oriented. Allying with Powder Gangers will trigger "bad guy" status, as will Fiends, Raiders, and Caesar's Legion. Certain quests will also trigger "bad guy" because they mean doing bad things for "bad" factions.
Buddy should be very unhappy with "bad guy" activity even after all quests are completed. If not, that's a bug.
Low karma and losing karma (e.g. from stealing) do not influence Buddy's decisions.
I forgot to implement checks for killing innocents and attacking "good guy" factions, so Buddy will probably not respond to that -- ideally they *should* trigger "bad guy" status, but do not in the current version of this mod.
I'm using NMM 0.65.2 and the mod isn't installing and it says that its namespace should be https://www.w3.org/2001/XMLSchema, I'm new to modding so this might sound like i'm a total idiot but I need some advice
See the link at the bottom of the "sticky" post above. Your problem is well known and the result of you using an out-of-date and buggy version of NMM. [ best to read stickies before posting ]
92 comments
... where "Buddies Are Forever - or until one rusts away".
This is a full-featured Securitron companion mod with Quests and New Wasteland Encounters. Your buddy will have a Companion Wheel and a complete set of abilities. He levels up with the Player's character, gains enhanced armaments over time, and has a "passive" combat mode that really works. There is an introductory quest, an extended quest to acquire upgrades, and context-sensitive dialog.
Feel free to post questions, comments, suggestions, and problem reports. See the Description page for a list of features, and the Article (Buddy Bot F.A.Q. and Spoilers) for details.
If you use Nexus Mod Manager (NMM), then go get the newest update found Here.
Just wanted to put a note here for anyone else that might run into this: If using the mod I Fought the Law - NCR Start, which allows you to bypass befriending the powder gangers to do that quest, Buddy Bot's scripting will still assume you're a bad guy because you started it and BOOM. I don't know of a simple workaround where you can do both rather than one or the other.
Anyway, it's a real edge case similar to the other problem in this thread with "Simply Uncut", but figured it was worth a warning.?
Endorsed!
I fought the law and the law won
:)
I acknowledge that players are permitted by Nexus Mods rules to make personal changes to mods for their own private use -- however, I do not provide support for altering my mods, and do not allow such discussions on my mod forums.
Perhaps you installed a mod that can break the dialog for NPCs in other mods. These mods have been known to break text-based dialog in the past: "Children of the Wasteland", "Jocelyn", "Factions Reloaded", "Baker in the Sun", and "Talking Deathclaw Companion". So be wary of installing them unless their issues have been resolved.
2 ) And how far along in his quest series did you get?
3 ) Do you have a saved game from before the self-destruction that I could examine? Saved games have .FOS as a file extension. It should be a "full" save, not a quick save. Upload it to a file sharing service somewhere with instructions on how to grab it, or email it as an attachment to [email protected].
2 ) He self-destructed before i recruited him.
3 ) I'm going to try that, but idk if it's gonna work though.
Which implies that if he self-destructs when you load that exact same saved game, the problem is the result of something else you currently have installed (and I do not) -- maybe something that forces a faction relationship. So perhaps try temporarily disabling other mods and patches to discover which one causes the problem to stop happening when it is disabled ...
Try this ...* load the saved game
* press ~ to enter Console Mode
* type this: player.RemoveFromAllFactions
* press Enter
* press ~ to leave Console Mode
* go open the crate ...
The quest is called "I Fought the Law". It has been altered to start automatically, to run quietly in the background, and to not appear in the Pip-Boy quest list.
That quest is currently running in your saved game, which is why disabling things does not help and why it is not a faction relationship issue.
* press ~ to enter Console Mode
* type this: StopQuest 8d0e3
* press ENTER
* press ~ to exit Console Mode
* go open the chest
I prefer to not make compatibility patches for mods that break basic game play and original game quests, because then I would have to support those patches forever, and would have to stay up-to-date on the changes the authors might decide to make. Too complicated. And of no interest to me, especially if I do not use those mods myself.
Your earlier posts led me to suspect that "Simply Uncut" was potentially the source of the problem in some way. So I examined that mod's description and its downloads. I then tested that mod's optional dialog download since dialog mods sometimes have mistakes that break the dialog of other mods. It might have been breaking my dialog by forcing the wrong dialog topic selection -- but it proved to be okay. I then checked that mod's faction definitions to see if there were conflicts or forced overrides -- but there weren't. Since dialog and factions were okay, I then checked quest status while running the saved game and discovered (via console mode commands) that one of the quests that Buddy would not be happy about was actually running, but it was not visible in the Pip-Boy's quest list. Ah hah!!!
So I examined that mod to see if it was the culprit that altered key "bad guy" quests -- and discovered that the one I noticed ("I Fought The Law") was indeed altered to start automatically (instead of being an eventual player interaction choice), ran quietly in the background, and altered to not be visible in the Pip-Boy quest list. So naturally I then ran several tests where I opened the crate to talk to Buddy, with and without that mod installed, and confirmed it to be the root cause of the problem. A simple use of console mode commands then confirmed that the running quest could be stopped upon loading the saved game when that mod is present, with Buddy then being happy when the crate was opened thereafter.
I used the FNVEdit modding tool to examine mod content, and the GECK Wiki for console mode commands.
[ he is the size he is because that is the way I want him to be -- no plans to change it ]
Q1. does losing karma and/or attacking the factions that are the good guys, counts as being the "bad guy?"
Q2. after getting the last upgrade where buddy bot becomes essential, does that mean he'll not blowing himself up for finding out that the protagonist being a bad guy?
sorry for my bad english
Buddy should be very unhappy with "bad guy" activity even after all quests are completed. If not, that's a bug.
Low karma and losing karma (e.g. from stealing) do not influence Buddy's decisions.
I forgot to implement checks for killing innocents and attacking "good guy" factions, so Buddy will probably not respond to that -- ideally they *should* trigger "bad guy" status, but do not in the current version of this mod.