Fallout New Vegas

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Kalidor187

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Kalidor187

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16 comments

  1. Freyr95
    Freyr95
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  2. MexicoJack
    MexicoJack
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    this works with 3.3 for anybody wondering
  3. ChristopherC71
    ChristopherC71
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    Hello, with recent release of TTW 3.3 does this mod still work? I will add to my load order and poke around but looking for feedback from author or community. Thank you. 
    1. Kalidor187
      Kalidor187
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      Unfortunately, I haven't played fnv is a very long time. Buuut, this mod works by using innate console commands. The only conflict with this mod should only be something which modifies the two locations where the radio item is added.
  4. andy050289
    andy050289
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    Please make this mod for Fallout NV with all the vanilla DLC
  5. eggtrooper
    eggtrooper
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    Thanks! very very good mod ^-^
  6. WaterKriz24
    WaterKriz24
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    Can anyone help me please??

    EDIT: So, it could have been any number of things. It might have been that I did not have the, "Unlimited Companions," Option ticked in JIP CC&C. It also might have been that I might not have had Neutral Karma (sometimes I forget about that, lol.) But anyways, I restarted and now it seems to be fine. I have successfully Recruited both Dogmeat and the Sarge, so all is well in the Wasteland, lol.
  7. WaterKriz24
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    I'm not sure, so I have to ask... could there be a BUG with this Mod?? You see, I got Dogmeat, and went to go get Sargent RL-3... I have the JIP CC&C Mod, so I can have infinite Companions... and I dismissed Dogmeat to get the Sarge, so I could then go get Dogmeat and have both (this has worked for me with the JIP CC&C Mod but without Squad Radio) but Tinker Joe still would not sell the Sarge to me... I went to Vault 101, but Dogmeat wasn't there... even when I waited around for awhile. I called him up with Squad Radio and he appeared. I went back to Tinker Joe and he still wouldn't sell... dismissed Dogmeat again and still won't sell. I disabled Squad Radio and Loaded back up the save... but still, Tinker Joe won't sell... I'm pretty sure I don't have any other Mods that would effect Companions... besides giving Dogmeat more Health and making Companions and Caravans Essential... could one of those be at fault or might it be Squad Radio?? In any event, any help would be appreciated... because I love both Dogmeat and the Sarge and I cannot pick between the two, lol.
  8. xenon4ever
    xenon4ever
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    Great mod, the rally waiting command works really well for me. Unfortunately, the other commands dont actually do anything. Does anyone have this problem as well?
    1. streetyson
      streetyson
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      It seems to work for me. I only use rally waiting but after reading your comment I tested and called RL-3 from DC to my spot in NV (and note at the time I'd called him up from DC, RL-3 was dismissed and in Canterbury).

      Update 20 Oct - yeah still working. I returned to DC, and RL-3 (who I'd called up last month but didn't rehire) was found back in Canterbury again - I leave him there to protect to town! I then called ED-E up from NV and left him waiting at my Megaton home while I took myself off to Point Lookout. As I made the boat trip I had alerts pop up saying ED-E was dismissed to Megaton town centre, which is what I'd half-expected. And the sqaud radio didn't work in Point Lookout but I didn't expect it to.
  9. Fenrir1536
    Fenrir1536
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    Works for me thus far in Aug, 2020 so endorsed.

    I had RL-3 leave once captured by the Enclave and not reappear in Canterbury Commons despite the message and waiting for three days, and changing cells and waiting a week, etc. Standard solutions didn't work but this did like a charm, radio is a convenient item that can be easily put on a hotbar or weapon wheel selection for ease of use.
  10. Freyr95
    Freyr95
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    This is one of the greatest mods ever made