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thermador
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Lucy West Companion ported to TTW

This is just Earthbind's mod, "Lucy West Companion" ported to work with TTW.  All credit goes to him for the original work to make Lucy West a team member / follower.

Mostly, this is just a basic conversion, and then modification of a few scripts to disable FNV's automatic companion wheel.  Earthbind went through all of the hard work, making Lucy West a fully voiced as a companion, etc.

For instructions on how to get Lucy as a follower, go to the Nexus page.  I have tested this conversion and it works fine.

If you like this mod, please download and endorse the original.

THIS MOD SHOULD BE VIEWED AS A "DEMO" - THERE ARE STILL SOME ISSUES - particularly, Lucy doesn't seem to like to be fired.


Download:


 

File Attachments: 

TTW Version Compatibility: 

v2.1
v2.2
v2.4

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Edited by: thermador on 06/09/2014 - 07:51
tact
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after I talk to her for the

after I talk to her for the first time, she teleports to me everytime I enter a new cell

JaxFirehart
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Sounds like she is set to be

Sounds like she is set to be a companion even though you haven't hired her.

I'm sure therm will have it fixed soon, hes pretty on top of stuff.

thermador
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Update: fixed version

Update: fixed version uploaded to the first post.  Thanks to Metal Izanagi for the fix, detailed here.

thermador
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Updated again.  Still had

Updated again.  Still had problems with Lucy teleporting to the player when she wasn't supposed to.

This update should fix that.  Just overwrite the old .esp file.  All the other files are the same.

Wulfhound
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Thanks for this mod

Thanks for this mod conversion, I was looking for someone to travel the DC waist's with. I went ahead and changed her hair stile and color, Waited until I finished her quest chain until I activated mod and recruited her. I do get a bit annoyed at times by her constantly telling me what to do and berating me when I kick a can or loot a gool or something. But I think that come's standard with most women anyway lol!

thermador
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Uploaded a new version that

Uploaded a new version that should finally let you fire her

MattyMatt
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After completing Point

After completing Point Lookout I can't find Lucy. Looked in her house, my Megaton house too. How can i get her to me?

thermador
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Most likely, it is related to

Most likely, it is related to this bug in TTW core: http://taleoftwowastelands.com/content/pl-companion-firing-error

enneract
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How do you suppress the

How do you suppress the companion wheel?

Acheos
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Is there any update on this

Is there any update on this conversion?  Specifically:

- whether it's compatible with TTW 2.6 too (only up to TTW 2.4 in the list)

- if the bug is still there (the link to the bug seems to say it's fixed)

- and last question : can I install it and just be ready to uninstall it when it messes up, or will it have some lasting bad impact on my my game?  If it's nothing bad I can also just test it if it's supposed to work with TTW 2.6.

 

thermador
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#1 - It should work with 2.6

#1 - It should work with 2.6

#2 - Absolutely no guarantees.  There may be bugs, particularly with firing her and/or telling her to wait.

#3 - Absolutely no guarantees.  You may want to make a save, add the mod, recruit lucy, and then disable the mod and see what happens.  She SHOULD go back to her normal life (I would recommend disabling inside of Megaton), as long as you aren't using any other mods that modify Lucy, but you never know. 

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Thanks for the info and the

Thanks for the info and the testing tips.

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I hope this get's updated

I hope this get's updated some day and fixes that annoying bug of firing her. I like lucy but firing her is horrible when she keeps following me.

RoyBatty
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I sent this patch to therm a

I sent this patch to therm a long time ago now, but he never updated the mod... so I'll just post it here in case anyone else needs it.

File Attachments: 

kraag
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Thanks RoyB ;)

Thanks Thermador & RoyB ;)

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Here's my version of Lucy.

Here's my version of Lucy. Made her as her own race. Type 3 body with Desert Succubus Freckles pack, nipple and naval piercings (not shown)

 

File Attachments: 

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I liked Lucy in FO3. I tried

I liked Lucy in FO3. I tried this conversion along with Roy's tweak. I got through Lucy's quests, including setting her home to the Megaton House but I could not get her to stay there when I asked her to wait, so I fired her and she still continued to tag along without any companion dialogue. I then tried to re-hire her but there was no dialogue option to do that.

@PaganReign-she looks terrific. I hope you have better luck getting yours to "behave".

My computer specs are too embarrassing to reveal, but the game still runs.

RoyBatty
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Hrm...

Hrm...

my tweak should have fixed that.

gnarlyfingers
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RoyBatty wrote:

RoyBatty wrote:

I sent this patch to therm a long time ago now, but he never updated the mod... so I'll just post it here in case anyone else needs it.

How does this work? Does it replace the mod's esp or does it come after that?

 

Mariofan17
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The patch goes after the mod.

The patch goes after the mod.

gnarlyfingers
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I tried her with Roy's patch

I tried her with Roy's patch but she seems badly broken.

- She disregards "Wait here", although she seems to recognize it ("If you change your mind..."). She just continues following.

- After assigning her to Megaton's player home, the "about home ... go home to rest" option doesn't work either. She replies "Thank you for doing this" and continues following.

- If I dismiss her ("Go back to megaton") she returns to her daily routine, her dialog resets to default, no option to recruit her, as if the mod was never installed. 

- Because she doesn't have a wheel, I couldn't try her with JIP Companions. JIP adds her to the bar but the commands have no effect.

I am  curious if there is any follower conversion using this "no wheel" approach which actually works.

 

 

RoyBatty
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You have to remember that

You have to remember that these were Fallout 3 companions and the system was entirely different...

gnarlyfingers
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What I was trying to say at

What I was trying to say at the end is that there are a few solid FO3 conversions and I was wondering if those do things in a certain way technically.

Brisa and Bittercup, and of course the vanilla FO3 followers, work fine. I haven't tried Sydney yet. All the other FO3 conversions seem to have persistent problems that resist fixing.

 

thermador
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You may have missed it but in
You may have missed it but in bright red text it warns you at the top that this mod is NOT fully working. I fiddled with these companion conversions for a long ass time but sadly could not get things to work right. It is a very challenging task to convert them. I have put up $100 bounties each (my own money) on Amata, Lucy, and Sydney conversions (see the front page of the site).
Carter
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Would adding a companion

Would adding a companion wheel fix the follower problem? I know it shouldn't and I know it sounds dumb, but sometimes when all the practical fixes don't work the dumb fixes surprise you. Plus a companion wheel would be nice to have on all 3 of your follower conversions.

RoyBatty
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Brisa is master rickerhk's

Brisa is master rickerhk's mod and he converted it himself.

FO3's companions were re-done entirely and recently re-done again.

AWOP4FO3's companions are also fully working.

Please, be patient.

Carter
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I am being patient, just

I am being patient, just asking if adding a companion wheel would do anything? I have messed around with a lot of the scripts and I found out a lot of things but nothing that fixes any of the companions. I was waiting till I fixed em to add a wheel so I was wondering if that would help at all.

thermador
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If you want to see a ported

If you want to see a ported FO3 companion mod that works, check out the Brisa mod by RickerHK.  https://taleoftwowastelands.com/content/brisa-almodovar-ttw-edition

Thenryb
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thermador wrote:

thermador wrote:

 

If you want to see a ported FO3 companion mod that works, check out the Brisa mod by RickerHK.  https://taleoftwowastelands.com/content/brisa-almodovar-ttw-edition

I second that. It is the one which has worked flawlessly for me. It has a companion wheel too.

My computer specs are too embarrassing to reveal, but the game still runs.

gnarlyfingers
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True, but master RHK has done

True, but master RHK has done a lot of custom scripting which I am not sure if it can be easily imitated. Maybe a less ambitious working mod, closer to vanilla, would be more suitable for figuring things out. I don't know... Clover? Bittercup?

 

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Carter wrote:

Carter wrote:

 

I am being patient, just asking if adding a companion wheel would do anything? I have messed around with a lot of the scripts and I found out a lot of things but nothing that fixes any of the companions. I was waiting till I fixed em to add a wheel so I was wondering if that would help at all.

Nope, adding the companion wheel would not fix anything, that is why TTW FO3 companions had a lot of work before and are still not working properly in the available public TTW version, and why Pinto and Roy had to redo it and work on it more for the next release and still there were problems, takes time and effort to make companion wheels work in FO3 companions, not to mention that some of the companion mods for FO3 use different scripts and sometimes workarounds to work properly so they require even more work and effort than vanilla FO3 ones.

Carter
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That is what I figured, but I

That is what I figured, but I have looked inside and out on almost every script on amata and lucy and i do not see what the problem is so I am trying to think outside the box

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Carter wrote:

Carter wrote:

 

That is what I figured, but I have looked inside and out on almost every script on amata and lucy and i do not see what the problem is so I am trying to think outside the box

You could take a look at the scripts in the Moira conversion by Deadboy. He's done some great work converting that mod and she works well. That mod might provide another reference for comparison? I don't know, I'm bad at scripting. :P

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Have any of you checked if

Have any of you checked if something else later in your load order is overwriting Lucy West or scripts/packages for her?

Carter
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there is nothing else

there is nothing else affecting her or amata, and I am loading them nearly last in the load order anyway. I am just horrible at scripting and have only been looking at the lines that fire them, so I am not skilled enough to really find what is wrong with them, but I continue to look anyway

Hopefully the guy who made these mods comes back soon and someone who knows more about scripting can get permission and take a look at both this and the amata mod

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About overrides, from what I

About overrides, from what I see in FNVedit there is no row with anything more than Fallout3.esm, LucyWestCompanion.esp, and lucywestweak.esp, except some of her dialog topics where I see multiple followers (which I am guessing is OK).

And if it is not an override problem, what could it be? The opposite, something missing?

--- EDIT ---

Roy, did you ask this question because yours does work? If so, are you using the same mod version, the one from this page?

 

RoyBatty
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I don't use it, I was just

I don't use it, I was just making sure nothing else was conflicting with it. It should work firing her, but obviously not so I don't know. There must be something else setting her to a teammate is all I can think of, or the packages just aren't working properly.

gnarlyfingers
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Firing her does work with

Firing her does work with your patch. Only too well. No dialog option to hire her back.

Waiting is the one that doesn't work now.

 

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OK, if you can tell me all

OK, if you can tell me all the things which are wrong that will help me when I convert it (soon).

gnarlyfingers
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I wrote what I found out in
gnarlyfingers
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I revisited the Lucy West mod

I revisited the Lucy West mod (without the patch) and I also tested Sydney a bit. Anyone who wants to use them (not only the modders who want to fix them) may want to know the following (I know I would).

Both mods seem good and usable if you know the bugs and work around them.

- If you have JIP, take them off the bar. As they don't have a wheel, JIP is no use to them.

- The bugs are related to two things: home and firing. Normal "wait here" or "relax here" that don't refer to a home work fine. So, the simplest option is to never fire them or tell them to "relax at home", but only to wait or sandbox at the location you want, home or not. They will stay there forever.

- The bug: If you fire them or send them home, they seem to obey but every time you change cells or teleport they always appear there, walking away. To avoid this, after you fire them or tell them to go home or relax at home, open the console (~), click on them, and type "setplayerteammate 0". Every time. Then they won't follow you across cells.

 

 

 

 

RoyBatty
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Basically jut the re-hire

Basically just the re-hire things are the issues then, OK.

thermador
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There are some issues with

There are some issues with all of them also for some of the advanced stuff.  E.G. story progression and gift giving wity Sydney and Amata.  I don't know.  It's been a long time since I looked at these. 

gnarlyfingers
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Personally I wouldn't grieve

Personally I wouldn't grieve much if that advanced stuff was ripped out in the process. I like companions involved in story arcs but not needy companions who make the game about themselves.

Sydney has kickass dialogues and contextual comments. She doesn't need the gifts stuff.

 

RoyBatty
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I don't accept anything not

I don't accept anything not working in my own works, so I will make that stuff work if it's at all possible.

Sydney is VERY well made mod, I don't see I will have to do much with it other than make the wheel work properly. I have not looked at Amata yet, and Lucy West also seems fairly easy to make work 100%, even if it's a little buggy and needs fixed a bit.

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gnarlyfingers wrote:

gnarlyfingers wrote:

 

Personally I wouldn't grieve much if that advanced stuff was ripped out in the process. I like companions involved in story arcs but not needy companions who make the game about themselves.

Sydney has kickass dialogues and contextual comments. She doesn't need the gifts stuff.

 

Except things like that are part of the Mod. Removing them would honestly to me,seem disrespectful to the mod author who did hard work like that.

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I had an issue that when I

I had an issue that when I traveled to murders pass to get the geck, they were all fired but lucy was still there with me and does not follow me

Carter
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Is it possible the conversion

Is it possible the conversion script screwed up the esp file somehow? is it possible that the other misc. quest scripts are somehow interfering? I have looked at every script for the amata follower mod and have seen nothing wrong from what I can tell, so I think the people trying to fix this should start considering the other possible or imopossible solutions.