MISSING CREW MEMBERS IN TERMINAL: With v3.5 I made the terminal crew lists dynamic and in v3.6, instead of populating them every time the button is clicked, the lists are populated when loading a save and when a new crew member is recruited. If recruited crew members are not in the list just save and load.
NEW in v3.7
Added an option under Settings > Misc Settings that allows Generic Crew to be managed.
Added an option under Settings > Misc Settings that allows multiple followers on quests that normally only allow one follower, i.e. The Empty Nest and Companion Quests. It is recommended to make the locked in companion the Main Companion for these quests.
Details on v3.5 & v3.6 in spoiler:
Spoiler:
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Adds support for Shattered Space crew members as well as any other mod added crew as long as they use the vanilla follower system. Menus are dynamically created using quests and aliases. There is support for up to 45 companions/crew. If you need more than that, sorry, I can't help you.
Terminal should be much more responsive.
Better compatibility. I've removed LOTS of vanilla overrides and found other ways to keep comments from overlapping.
Added an option under Chat Settings to allow companions to talk to each other when they are following you. Be warned, if you turn this on they will never shut up. :) If you use Companions Conversations Fix be sure to enable this setting. Otherwise no patch or special load order is needed.
Fixed some bugs.
I cannot really think of any other features to add, so I believe this mod is pretty much done at this point with the exception of fixing any bugs if needed.
So I thought of some more things to add. So coming up:
Add Open Crew Assignment to the Command Followers menu.
Add current assignments to View Crew menu.
Add Fix Follower Stopped Following function to the View Crew menu (I modified Constellation Companions and View Crew to use the same submenu and just used conditioning to filter what should be shown).
When allowing multiple companions when another is locked in, automatically set the locked in companion to the Main Companion and disallow changing the MC until there is no longer a locked in companion.
Improving terminal responsiveness by using timers to call functions for certain terminal entries to keep the terminal from locking up, i.e. when telling a follower to wait or opening a follower's inventory.
I'm building an outpost and Sarah won't stop following me, tried dismissing from the mod and by talking to her, other followers were dismissed normally! I have no idea if it's a game bug or related to this mod
Not the mod, but try All Followers > Command All Followers and using the Dismiss button from there.
When you tried talking to her was the option there to dismiss? If not you will need to be on your ship in or a major port like New Atlantis for that dialogue to show up. I honestly don't remember if it's available at an Outpost. I haven't used the vanilla dialogue since I started using the mod 2 years ago.
EDIT: Some console commands to try if you are on PC. These commands are specific to Sarah
Make sure Sarah is not locked in: 00005986.getav COM_PQ_LockedIn
If the above shows 0, try the commands below. Both should be used one after the other.: ; This should dismiss Sarah CQF 00009E99 "com_companionquestscript.DismissSceneEnded()" ; And this will remove her companion perk and pause her story gate timer CQF 00009E99 "com_companionquestscript.DismissedAsCompanion()"
If she is still following you after using those, make sure you have no other followers then use the 2 commands below one after the other. This is a last ditch effort.
ssq 0000D773 emptyrefalias ActiveFollowers
If you had to use the last 2 commands, go find another Constellation companion (not Sarah) and recruit, set as main companion, then dismiss them. This will ensure the aliases for the SQ_Companions quest are reset.
Ooh. Very very nice indeed. I tried the lite version once (I think) but I didn't like it because of the lack of control options so I reverted back to the old version of this mod and resigned myself that it would never be updated because that was what the description said back then.
Despite that though, the old version of the mod was good enough for me that as long as Bethesda doesn't wreck this mod with their future updates, I'd be happy. So imagine my surprise when I saw this updated in the mod tracking list!
hey using the mod on xbox and everything is going well. even recognizes the new companion from Everbright as well
i did notice though that the control option for trigger comments cannot be toggled off/on and is stuck on off by default. i made sure im on the current version and i did a clean install of it. the other chat options all toggle fine.
You mentioned that you're starting to use followers a lot more now. Just curious if you have any thoughts or preferences on any of the "squad based control" mods like Liga of followers.
Asking because I mostly just used it for the quick stealth mode and guard functions, but I stopped using it due to concern on breaking AI quest pathing with multiple followers and concern on breaking dialogue/environmental flags. So just curious if you had a squad control mod you recommended or if you just get along fine with the wait here commands.
I haven't used any mods like that so don't really have any recommendations. I normally only have 2 followers anyway as much more than that and they just get in the way.
I'm seeing both. I'm not sure why they wouldn't be showing up for you. Do they show up in the vanilla crew menu to assign them? Just asking because I think there is a vanilla bug where crew members can go missing although I've never seen it myself. Maybe completely uninstall and make sure all files are removed and redownload? Maybe the 3.5 version is still hanging around somewhere? If you installed it before 3.5.1.
They show up in vanilla crew menu. Did what you recommended and also cleared all caches. No joy but I can live without those two. Will just have to use console commands if I need them. Thanks for your help.
EDIT: DLC extension is not v3.5.1 and I placed it after this main mod could that have an adverse effect ?
That is so strange. I'll download from Nexus and check just to make sure. Maybe I messed up and didn't put the updated script in the ba2. It really wouldn't surprise me if something like that happened as I'm running on little sleep.
Actually, I'm going to have another update soon that will put the crew members in alphabetical order with the 4 companions being first instead of the order they were recruited so I may just reply here again when it's up so you can see if it works for you.
No, the DLC addon version won't have any affect on it.
Yes, the list populates when you load a game or when you recruit someone with v3.6. I just didn't think it was necessary to repopulate the list every time the button was clicked. Seemed like overkill.
I'll add a note to the sticky about what to do if the list isn't populating with v3.6.
If you are using Vortex, check plugins and make sure it's still activated and that the Shattered Space plugin is loaded after the main file. Other than that, don't really know.
376 comments
NEW in v3.7
Details on v3.5 & v3.6 in spoiler:
I cannot really think of any other features to add, so I believe this mod is pretty much done at this point with the exception of fixing any bugs if needed.So I thought of some more things to add. So coming up:
Let me know if you run into any issues.
When you tried talking to her was the option there to dismiss? If not you will need to be on your ship in or a major port like New Atlantis for that dialogue to show up. I honestly don't remember if it's available at an Outpost. I haven't used the vanilla dialogue since I started using the mod 2 years ago.
EDIT: Some console commands to try if you are on PC. These commands are specific to Sarah
Make sure Sarah is not locked in:
00005986.getav COM_PQ_LockedIn
If the above shows 0, try the commands below. Both should be used one after the other.:
; This should dismiss Sarah
CQF 00009E99 "com_companionquestscript.DismissSceneEnded()"
; And this will remove her companion perk and pause her story gate timer
CQF 00009E99 "com_companionquestscript.DismissedAsCompanion()"
If she is still following you after using those, make sure you have no other followers then use the 2 commands below one after the other. This is a last ditch effort.
ssq 0000D773
emptyrefalias ActiveFollowers
If you had to use the last 2 commands, go find another Constellation companion (not Sarah) and recruit, set as main companion, then dismiss them. This will ensure the aliases for the SQ_Companions quest are reset.
Despite that though, the old version of the mod was good enough for me that as long as Bethesda doesn't wreck this mod with their future updates, I'd be happy. So imagine my surprise when I saw this updated in the mod tracking list!
i did notice though that the control option for trigger comments cannot be toggled off/on and is stuck on off by default. i made sure im on the current version and i did a clean install of it. the other chat options all toggle fine.
You mentioned that you're starting to use followers a lot more now. Just curious if you have any thoughts or preferences on any of the "squad based control" mods like Liga of followers.
Asking because I mostly just used it for the quick stealth mode and guard functions, but I stopped using it due to concern on breaking AI quest pathing with multiple followers and concern on breaking dialogue/environmental flags. So just curious if you had a squad control mod you recommended or if you just get along fine with the wait here commands.
EDIT: DLC extension is not v3.5.1 and I placed it after this main mod could that have an adverse effect ?
Actually, I'm going to have another update soon that will put the crew members in alphabetical order with the 4 companions being first instead of the order they were recruited so I may just reply here again when it's up so you can see if it works for you.
No, the DLC addon version won't have any affect on it.
A restart of the game caused the list to populate though. Did another few restarts to confirm and everyone seems to be available.
I'm using the Creations version.
Yes, the list populates when you load a game or when you recruit someone with v3.6. I just didn't think it was necessary to repopulate the list every time the button was clicked. Seemed like overkill.
I'll add a note to the sticky about what to do if the list isn't populating with v3.6.
is missing? Any ideas?