Fallout New Vegas
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pintocat

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pintocat

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17 comments

  1. KeyC0de
    KeyC0de
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    The mod works perfectly with latest TTW 3.3.
    Thanks a lot.
  2. Manan6619
    Manan6619
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    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.
    1. jeanskern
      jeanskern
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      Did you fix that yet?  Could you please specify the missing scripts?
    2. Manan6619
      Manan6619
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      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.
  3. CommanderSlavv
    CommanderSlavv
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    PSA: In my current testing, this mod seems completely functional with TTW 3.3.2
  4. pintocat
    pintocat
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    This one will need an update for TTW 3.3 which I'll be working on soon.
    1. JettN77
      JettN77
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      yee the gangs all heree
    2. JettN77
      JettN77
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      so glad to see all the best TTW mods getting their rightful updates. It would be a shame for this to fall through the cracks. ty for carrying it on :) 
    3. MistressMinerva
      MistressMinerva
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      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!
  5. shadowmere65
    shadowmere65
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    Really looking forward to 3.3 update hope all is well
  6. HysteriaSkull
    HysteriaSkull
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    I'm so ready for a 3.3 update, man. My body is, at least. 
  7. jokerforelife321
    jokerforelife321
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    Will this work without ttw ? the other one is bugged
  8. Manan6619
    Manan6619
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    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.
  9. jeffreynew
    jeffreynew
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    this mod is so cool.
    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.
    1. pintocat
      pintocat
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      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.
  10. Manan6619
    Manan6619
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    Oh, one for TTW? Great!