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TheShadowPhoenix
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Allowing Companions to accompany you into F03 & FNV's DLC.

I was wondering if this was already done, as I'd like this option if it is possible to do so.

TTW Version Compatibility: 

v2.9

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RoyBatty
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Someone could do this fairly

Someone could do this fairly easy, it's a few scripts to edit.

TheShadowPhoenix
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RoyBatty wrote:

RoyBatty wrote:

 

Someone could do this fairly easy, it's a few scripts to edit.



Maybe something to add to a future update for TTW? Cause funny story. I had Brisa with me, but I also had Dogmeat in my party when I went into Anchorage. When I entered the simulation part, not only Brisa came with me (as she's scripted to do in all of FO3's DLC, but not NV's DLC as of her latest TTW update), but Dogmeat was in the simulation too. I don't know if that was some sort of fluke or whatnot, but he was there. However when I tried going to Point Lookout more recently, I could only bring Brisa and Dogmeat was dismissed to Vault 101, same for Sergeant RL3 who was also with me.
RoyBatty
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Vanilla Companions in DLC is

Vanilla Companions in DLC is a bug, that's been fixed for the next update (the test plugin is no longer being updated).

Allowing companions into DLC is out of scope for TTW, it's a mod someone can make if they wish.

TheShadowPhoenix
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RoyBatty wrote:

RoyBatty wrote:

 

Vanilla Companions in DLC is a bug, that's been fixed for the next update (the test plugin is no longer being updated).

Allowing companions into DLC is out of scope for TTW, it's a mod someone can make if they wish.



So what I encountered was a bug, then. An interesting bug, though. If I may ask Roy, which scripts exactly must be modified if I or someone else were to want vanilla companions, or any companions outside of ones scripted to come with you (Brisa again) to accompany you? I'd appreciate it if you can point out the appropriate scripts of Anchorage, Lookout, The Pitt, Zeta, Dead Money, Honest Hearts, Old World Blues and Lonesome Road and what to modify them as. Broken Steel isn't here cause...it's in the Capital Wasteland, so that's already covered. I'm asking this cause I myself am new to scripting in the G.E.C.K. Thanks ahead of time. :)
RoyBatty
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look at the companion plugin,

look at the companion plugin, they are modified in there.

TheShadowPhoenix
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I...think I'm gonna need a

I...think I'm gonna need a bit more help here, Roy. Do you think you can elaborate a bit more on your previous statement?

RoyBatty
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If you open it in FNVEdit you

If you open it in FNVEdit you can see which scripts/dialogue are altered much easier than in GECK, note them down and then look at them in GECK to get an idea of what prevents companions from going with you. There are functions and calls to them.

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RoyBatty wrote:

RoyBatty wrote:

 

If you open it in FNVEdit you can see which scripts/dialogue are altered much easier than in GECK, note them down and then look at them in GECK to get an idea of what prevents companions from going with you. There are functions and calls to them.



Ahhh, okay. So use FNVEdit to see which scripts are the ones that allow you to go to the DLC, and then modify them in the G.E.C.K. One on nexus have already tried doing just that with Zion, as there's a mod already on there that allows players to take their companions with them while the DLC's story is still going. (Example here: http://www.nexusmods.com/newvegas/mods/63096/?)
paragonskeep
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Here are a couple to check

If life is but a test, where's the damn answer key?!?!?

TheShadowPhoenix
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paragonskeep wrote:

paragonskeep wrote:

 

Here are a couple to check out if you wish. 

http://www.nexusmods.com/newvegas/mods/55474/?

http://www.nexusmods.com/fallout3/mods/15409/?



Thanks, dude. It looks like all the Fallout 3 one needs is a conversion to NV for TTW, as well as a bit of modification (I want them to follow me into the Pitt and Zeta DURING THE MAIN QUEST). And even better, a merged version for all the out of mainland DLC. ^_^
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Nah, that wont work, we've

Nah, that wont work, we've modified the scripts for all that heavily. You have to make a new mod to do it.

TheShadowPhoenix
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RoyBatty wrote:

RoyBatty wrote:

 

Nah, that wont work, we've modified the scripts for all that heavily. You have to make a new mod to do it.



Worst comes to worst, and if I can't figure it out Roy, there's always the coc command. Tested that at Point Lookout, still had dogmeat and RL3 in my party along with Brisa. The good thing is, for the opening cutscene, all I needed to do was go to the Dutchess Gambit's bow to start it.
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It's actually really simple

It's actually really simple to do. Open up the geck. Search for the companion and DLC scripts. Delete the lines blocking off their access or the lines that search if any companions are present to kick them out. I've done it successfully through RB's companion overhaul on my main PC but the motherboard fried my SSDs and HD last weekend. Otherwise I'd post it here.

We are so the baddest gang in the Wastes!

TheShadowPhoenix
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Dead Sirious wrote:

Dead Sirious wrote:

 

It's actually really simple to do. Open up the geck. Search for the companion and DLC scripts. Delete the lines blocking off their access or the lines that search if any companions are present to kick them out. I've done it successfully through RB's companion overhaul on my main PC but the motherboard fried my SSDs and HD last weekend. Otherwise I'd post it here.



Ohh man, I'm so sorry to hear that. :( I take it you do not have a back up harddrive or anything you saved it on?