I was at one point working making a new version of this but my TTW installation has since been borped to all hell, and as a result between losing any work I had and all my outlines disappearing I would need to redo almost everything I had done. Beyond that with Fo4 out I'm more or less patiently waiting on FO4Edit and F4SE to be released so I can begin working on remaking rechargeable energy cells/fusion cores and refillable ammo casings while figuring out how I can solve all these other retcons with the limited skill I have and potential resources I have
in the original mod if you hired here right away it is supposed to lock you out of the trouble on the homefront quest, so if you used console commands to do the quest you most likely broke something.
I am just getting back into the game again, I wish someone would fix this it would have gone great with my roleplaying this time around.
I've put up a $100 bounty on each companion conversion. So far no one's taken them.
Companion mods are some of the hardest to convert, because FNV has some features of its engine that makes companions behave very differently than in Fo3.
That, and it's extremely time consuming to covert to the companion wheel AND test them.
Sorry to bump this after a while, but there's a weird script conflict. When you try to get Amata to come with you if you leave Vault 101 the first time, it doesn't spawn in the main Amata, but CG04 Amata when the Vault Door opens. That leads to an issue in of itself. If you spawn in the main Amata via console commands, you have to do do Trouble on the Homefront, but...nobody wants to do that AFTER JUST LEAVING THE VAULT. If anyone has an idea of what it is, and what the solution might be, pitch it. Oh, and don't worry about the Companion Wheel. Just my two cents on that.
Again, sorry for the dead topic revival, but I discovered something. If people have had a problem with getting Amata to follow you after you exit the game and reload your save, remove the Vault 101 faction from CG04 Amata if you want her to come with you in the beginning. That's at least one problem I found and solved cause anyone with the Vault 101 faction WILL NOT leave Vault 101.
Bringing this topic back up, I recently tried to get this mod to work with my game, got the trouble on the homefront quest to work with console commands, however going to the clinic, Amata isn't anywhere to be found. I decided to spawn her in with the CORRECT version of her for this specific quest, did the speech checks and all of that jazz, however the overseer never goes to talk to Amata.
I know I'm nearly a year late, but for users Googling into this thread with the same issue (Amata not appearing during 'Trouble on the Homefront'), don't spawn a copy of Amata. Use the enable command on her reference id instead. The commands would be:
• prid xx0282d4 (See note on 'xx'.)
The overseer should then be able to find her, and things should proceed as normal.
Note: The value for 'xx' is the value of the position of the originating mod in the load order, converted to hexadecimal. If you're using Mod Organiser, it should be number next to Fallout3.esm under Mod Index in the plugins panel. Following the recommended load order for the current version of TTW (2.9.4b) while having all Fallout: New Vegas DLC plugins enabled results in the value being '0a', due to Fallout3.esm being in position 10 in the load order.
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