I've noticed RL-3 does not attack when combat starts, or at all for that matter. The wiki states that it uses a flamethrower or a plasma rifle to fight, but currently it just tends to float next to enemies. It's entirely possible it's just a mod conflict, but it seemed unusual.
This has been fixed already for next release. The companion optional here is frozen and will no longer be updated.
Thanks for awesome mod. Do you gave a date to next release?
I really love it!
It's on Valve time, when it's done.
Hi,I have some questions/comments about the most recent version Roy,
-One of your earlier posts said that TTW Interiors Followers Go Home is not required and is integrated in some fashion into this mod, but there are only options for dismissing to the companion's respective wasteland locations. Will this be integrated at some point or would trying to utilize the Interiors mod be the only way?
-RL3's weapon spread reduction is too high, although this seems to be apparent.
-For some reason, there is a modifier I found in FNVEdit that reduces each companion's carry weight by 75. Was this intentional?
Thanks for the hard work and your feedback.
This part of TTW (which will be integrated) is designed to work like vanilla. Followers go Home will need to be updated to support the next version of TTW as well as many other mods.
RL3's Perk, already fixed.
The "Companion Suite" was broken in vanilla NV, I'll probably make this optional to have enabled or not. It has some give and take, your companions aren't as pack mule, don't do as much damage, but are considerably tougher than vanilla.
Dogmeat cant be essential.
Dogmeat cant be essential.
Do you mean that Dogmeat is not essential on Hardcore mode or do you mean it can't become essential in any other way or do you mean Dogmeat shouldn't be essential for some reason?
Sorry but that sentence is too short for me to understand what is it that you mean.
The mods and console cant become dogmeat essential in hardcore.
The others companions are ok.
This might have more to do with my load order, but I figured I should report my experiences.
--While exploring the interiors Fort Constantine Star Paladin Cross seems to have become an omnipresent being who exists outside the map. She seemed to have followed me all the way through Take it Back and Broken Steel because I never lost her perk and I could see her marker on the map. She was never present, the only thing telling me she was around my character was the perk and her marker. Looking on the local map I could see her marker but I couldn't find her when I looked for her by TCL'ing in the walls. She only reappeared after I got dropped off at the Citadel after destroying Adams Airforce Base. After I talked to her she said she would follow me but she didn't followed me. I fired her but I'm not sure where she would reappear because I destroyed the Citadel (yet the Brotherhood didn't turn hostile beyond a few spoken lines) and there is no lab for her to return to. I'll resume looking for her next time I load that playthrough.
-- Likewise, Fawkes disappapeared from my game too. During vault 87 he wouldn't follow me after I freed him. He only moved to fight mutants but he would speak as if he were still in his cell. I tried to moveto him closer to the G.E.C.K. but he didn't seem to want to move. I tried disable/enable and kill/resurrect but those didn't work either. I had Charon as my companion when I played through the quests related to little lamplight/vault 87. I had Charon waiting for in the Mobile Truck Base mod the first time I encountered Fawkes in this playthrough. Second time I had Charon following me but Fawkes still wouldn't move. After leaving Raven Rock, Fawkes wasn't outside and there only seemed to be one Enclave trooper waiting for out there. I haven't gone back into Vault 87 to see if he's still waiting by his cell.
--I had the same problem I was having with RL-3 with Charon. If I didn't keep him supplied with a gun/ammo he would just hold his default weapon but not fire even though he was standing face to face with a group of enemies.
--Also I dropped a bottlecap mine in the room where Col. Autumn steals the G.E.C.K for shits and giggles but Fawkes seems to have wandered in while the cutscene was playing. I couldn't tell what was happening, but it sounded like the mine went off, and then I heard Charon say something even though he was supposed to be waiting outside of little lamplight, and then I got a notification that Fawkes had died. I have no idea if Fawkes exploded or he was killed by a teleporting Charon.
It's been weird times. Here's my LO, although I might have fiddled with it after this episode occurred. http://pastebin.com/P6zHJ2VG
I don't have words.
My advice is to rename your install folder to something else and reinstall TTW in a clean installation and only install what you are going to use. The game parses plugins if they are active or not and you have more than 300, I'm surprised your game even loads at all. There is no fixing what you have there.
It's that bad, huh? I was getting the sense that I had too many plugins, I'll try a new install and see what happens. Thanks!
One more question, if I use mator's merge patch plugin to make a merge of my compatibility/misc plugins is it safe to delete the original plugins? I've just been keeping them in case I need to make a new patch.
merge plugins is not safe for new vegas, only skyrim.
Is merge plugin not safe because of the way it forms the merge or is it just not safe to delete plugins that are involved in merges? I can look into wyre bash or xedit for merges. Thanks Roy!
It's on Valve time, when it's done.
We have to wait (at least) 13 more years?
(sobs in corner....in fetal position)
I want to be different, just like everyone else.
Okay I'm having an issue with the followers Cass and Boone. I specifically got her to be a follower for checking out the hiring and firing of companions across both wastelands. I brought her to the Capital Wasteland and traveled to Paradise Falls and fired her their because I was going to grab Clover and take her to New Vegas to fire her. When I initiated dialogue with Cass I got the negative response you get when you have bad karma with her. I chose the parting ways option.
I blew up Megaton and since she is posted on these forums to go to the bar their if fired in the Capital Wasteland I got a message she is returning to the Mojave when I fired her. She didn't leave right away though. Cass stayed there after I fast traveled to Megaton Ruins and back and stayed at the same spot. Trying to open dialogue with her just had talking about going back west without being able to open the dialogue window. I fast traveled to a few different locations returning to Paradise falls and she was still there.
Eventually I moved on and went back to New Vegas and grabbed Boon and checked to see if firing him in the Capital Wasteland would have him go to the sniper shack and sure enough he is nowhere to be found. I traveled back to Paradise Falls and now Cassidy was gone. I checked the NCR outpost where you first recruit her to see if she was there and she wasn't. Tried using console commands to take me to her and bring her to me and neither worked.
I fired Jericho and Clover both in NV and Jericho went to the Atomic Wrangler and Clover went to the train station. Both worked fine. I haven’t checked the rest of the companions yet. Here is my load order.
OK, I will look into Cass and Boone. Weird they would disappear from the world entirely.
Boone did disappear in the opposite wasteland like Jericho and Clover do. However unlike Jericho and Clover Boone never went to his "DC home" the sniper shack where as Jericho and Clover went to their "New Vegas Homes". So Boone didn't just stay in the same spot like Cass did for whatever reason if that helps at all.
Cass was a bug, should be fixed now. BTW she'll be in Canterbury Commons at the diner, not in Megaton.
Boone, I think it was his package was broken.
I did some tweaks to Dogmeat too.
merge plugins is not safe for new vegas, only skyrim.
I have never heard this. Reasons???
I'm currently using a couple merged this way, no issues yet.
If life is but a test, where's the damn answer key?!?!?
even mator says so, it's not tested enough
@Roy. Thanks for heads up, will investigate further
To be fair, Merge Plugins IS safe to use on FNV or FO3, it's just untested to the same extent as Skyrim.
@EssArrBee uses it on his Fear and Loathing in New Vegas guide and I can verify that it causes no issues whatsoever.
The biggest problem is the lack of automatic BASH tags added for Fallout games as @Mator has very little experience with them. If you use MO the resultant plugins can be tested in game and if issues arise you can easily revert to the previous unmerged mod list.
Well no it's not, because it merges down, and tons of mods have compatibility patches. I've talked to mator about this myself, and it does not update references in those patches, so effectively breaks them. It's probably safe for really simple mods, but anything complex or needing patches is not going to work as expected.
Merging down is not the correct way to merge mods, it's just mators way. GECK/CKIT merges up in version control mode, and it's the accepted way of doing so for that reason. Otherwise formid's do not remain consistent.
The only way to really do it correctly is to merge up by hand in xEdit with all your patches loaded, it will prompt you to update references in subsequent plugins. zilav added that functionaility many versions ago at my request to make the process easier. This could also be scripted following a simple set of rules, and produce far better results, but I can't tell mator how to program and I'm not doing it myself because I don't need it automated.
It comes down to, do it the easy way which will create issues, or do it the hard way and have the best results.
Anyways, this is off topic so further discussion should be in it's own thread.
Point taken. Thank you.
I assume this is gonna be a part of 3.0, could you then add mcm option to disable companion auto healing and limb restoration after combat since their scripts are affected anyway?
This is should be easy to add, I am currently using self made mod for 2.9.4 with this function (and also with their weapons using real ammo) and companions are way less OP when they stop magically insta regenerate and you need to use your stimpacks to keep them going.
Now it feels like you actually have to pay for their firepower instead of just letting them kill everyone.
No, out of scope.
No recovery at combat end is an option in JIP CC&C. It also allows infinite companions.
You're incredible. I look forward to trying this out.
Hey, I tried out the mod and loved it! The FO3 companions have always been bland imo and this helped give them a lil bit more zest. However, this mod conflicts with TTW Interiors and the associated Lucky-38 Reloaded Suite patch! If you use this mod in conjunction with the afore mentioned mod, I have found it pretty much disables dismissed companion sandboxing (for all companions). I'm terrible at modding, and this is a minor compatibility bug, so I'm unsure if it's worth your time, but it'd be cool to be able to create a patch for these two mods.
This is all incorporated into TTW 3.0, it will be on mod authors to patch for it.
Question... Do I need both files for my load order? Or just one of them? I've seen other mods where the "essential" file is like a toggle to make companions essential and others where the word means that the file is necessary. I'm working on a clean install of TTW right now and am trying to keep it clear of unnecessary items/installs, so I want to make sure I am understanding this correctly.
Use only one.
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