If you destroy the White Legs with Graham and convince he him to find civilization. He is is near the Strip north gate. Behind you when you teleport to the Strip from your pip boy menu. Along the way from The Kings to the gate guarded by Securitrons.
Ok so I don't know if this is just my experience or not, but when I installed this mod before I went into Zion (which matches my history with Dead Money; I have all your mods for those followers and had no problems installing and using your Dog/God, Christine, and Dean Domino mods before I completed Dead Money,) the moment I agreed to go with Follows-Chalk to talk to Joshua he ran to the Dead-Horses Camp and stayed there. Furthermore, the Wait function did not work; after hitting it and making him wait and leaving the companion menu, then re-entering the menu immediately, it was as if i never told him to wait. However, I believe I've found the issue: Don't enable this mod before the completion of the DLC. I might be dumb, but I did not see and message to not install this before or after the completion of the DLC, nor any comments saying it. For the FNVEdit'ers out there, it appears this mod guts the DLC Follow Script for Follows-Chalk, and re-purposes another script to do the same actions (probably for conflict reasons in the Mojave, as I believe the original script ties into the Main Quest of Honest Hearts,) and I realized this after I found that FCO The Last Few Edits+NPC's (loaded below this mod) reuses the original script, which I believe caused him to go to the base (as he did not have any follow or wait, really any action scripts when he was a follower other than changes to dialogue, which would make sense since the FCO mod was using the changed version of the original script, which was again, gutted and contains almost nothing) as the base (the Dead Horses Camp) is his default location. I don't know how this mod will work after the completion of the DLC yet, but I'll come back and edit when I do so. TLDR; install this after you finish Honest Hearts bc as far as I can tell it kills a few scripts necessary for Follows-Chalk to act as a full companion within the DLC content itself.
He was level 50 when I hired him, but his stats were abysmal: Melee Weapons 29, Sneak 36, Survival 31, while they should be 100 at that level. Nothing I can't fix using the console, but you may want to look into it.
Could be a mod conflict or something, but your Lonesome Road ED-E mod is right next to this one in my load order, and he has the correct stats, so I doubt it.
Oddly, this mod causes incredibly bad lag on my game. I have no idea why. I downloaded it shortly after finishing the DLC and it was fine for a short time. It was the only mod I'd recently added, so when the fps dropped from ~60 to ~8 I removed it and the game was back to working perfectly. It makes me feel like I missed a requirement somewhere.
Edit: So I loaded a previous save and realized that I still had his perk even though he wasn’t my current follower and I was in Dead Money. So I teleported him in, hired him again (he had the usual not-hired dialogue options) and then fired him. I made sure his perk was gone and played for a bit with good FPS. Looks like the game had gotten a bit confused. Works fine now. I’ll just double check to make sure he’s really un-hired in the future.
You know what'd be cool? If you could get some unique dialogue with Follows-Chalk after talking to the Lonesome Drifter, since he is the one who inspired him to explore civilization.
Hey there - I wanted to report a bug with his Wait function. He won't follow again after being told to wait, he will just say "Right behind you" over and over but won't budge. Dismissing and re-hiring him seems to fix it, but I figured I should let you know.
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Edit:. Nevermind I checked the pictures, I guess I just ran past him.
Edit: Found him running into a car forever, recruited him just fine though.
TLDR; install this after you finish Honest Hearts bc as far as I can tell it kills a few scripts necessary for Follows-Chalk to act as a full companion within the DLC content itself.
Not this mod's fault
Could be a mod conflict or something, but your Lonesome Road ED-E mod is right next to this one in my load order, and he has the correct stats, so I doubt it.
Edit: So I loaded a previous save and realized that I still had his perk even though he wasn’t my current follower and I was in Dead Money. So I teleported him in, hired him again (he had the usual not-hired dialogue options) and then fired him. I made sure his perk was gone and played for a bit with good FPS. Looks like the game had gotten a bit confused. Works fine now. I’ll just double check to make sure he’s really un-hired in the future.
Good job. As usual.
EDIT: This should now be fixed
EDIT: Clean install doesn't seem to help, he can be recruited but afterwards you can't tell him to wait, trade, or dismiss him etc.
EDIT: ffs all down to a misclick on my part, should now be working 100%, sorry for inconvenience