Anyone else running into issues where ED-E wanders out of the home you set? EDIT: Appears to be caused by ED-E missing a Lucky 38 variable in one of the dialogue scripts that run when you dismiss him.
Whoops, okay, so it wasn't a variable missing in one of the scripts, I just missed that the first time. However, I did find a fix -- The EDESuiteSandbox package [Form ID: 00168970] needs to have its Locations field changed from In Cell Lucky38SuiteFloor22 to Near Reference FollowerHomeMarker1 Then it will match the other followers' AI packages for being dismissed. Looks like he was wandering off because his package was still telling him to go sandbox in the Lucky 38 cell after he arrives at your chosen house.
Not sure what you would need to update , the mod looked fine to me. Others have mentioned that the Dogmeat Fired Dialog is inconsistent , but you can just change the text in these 4 IDs to make it more consistent: 060BD072 , 0900626D , 10007EDA , 10007EDB for personal use i just changed the dialogs from : "It's too dangerous here, Dogmeat. Go wait for me at Gibson Scrapyard." "It's too dangerous here, Dogmeat. Go wait for me at Vault 101." "It's too dangerous here, pup. Go wait for me at Gibson Scrapyard." "It's too dangerous here, pup. Go wait for me at Vault 101." into : "It's too dangerous here, Dogmeat. Go wait for me at ..." But you can do ofc whatever you like. Thanks for creating this mod pintocat!
This has been a pleasure to use, I especially like how all my followers move to the new home immediately if I change the marker. FYI, there's some classic GECK worldspace ITMs left in the plugin.
Only works for vanilla NV and DC companions. It requires some changing the base form of the actor to do, so it's really up to the companion mod to do. A lot of modded companions do have their own home markers, though. You could ask the mod author.
17 comments
Thanks a lot.
EDIT: Appears to be caused by ED-E missing a Lucky 38 variable in one of the dialogue scripts that run when you dismiss him.
In Cell
Lucky38SuiteFloor22
to
Near Reference
FollowerHomeMarker1
Then it will match the other followers' AI packages for being dismissed. Looks like he was wandering off because his package was still telling him to go sandbox in the Lucky 38 cell after he arrives at your chosen house.
Others have mentioned that the Dogmeat Fired Dialog is inconsistent , but you can just change the text in these 4 IDs to make it more consistent:
060BD072 , 0900626D , 10007EDA , 10007EDB
for personal use i just changed the dialogs from :
"It's too dangerous here, Dogmeat. Go wait for me at Gibson Scrapyard."
"It's too dangerous here, Dogmeat. Go wait for me at Vault 101."
"It's too dangerous here, pup. Go wait for me at Gibson Scrapyard."
"It's too dangerous here, pup. Go wait for me at Vault 101."
into :
"It's too dangerous here, Dogmeat. Go wait for me at ..."
But you can do ofc whatever you like.
Thanks for creating this mod pintocat!
but does it work with modded companions and if it doesn't could you add a item that opens the dialogue or a console command.
PS I don't know if that is possible I am bad at programing and have no idea what's possible with modding.