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Companions go home CK 2020 update


CausalParadox

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Can anyone make a current working version of this mod? https://www.nexusmods.com/fallout4/mods/10029 (this one was made pre creation kit and no longer works)

Many players do not know on their first (or perhaps first couple) plays that once you dismiss a companion to a settlement it permanently overwrites their default home. You will never be able to send Piper or Nick back to their jobs in Diamond city again, for example.

The original mod reset the companion's home location and was allegedly removable at that point. Then the now knowledgeable player would tab out of the dismissal screen from that point on to continue sending the companion home. I guess more like an edit that would allow the player to fix that save.

Some have even suggested a more permanent mod option of adding the text option to the dismissal screen (Publick Occurrences for Piper, Valentine's Detective Agency for Nick, Railroad HQ for Deacon, Prydwn for Danse, Goodneighbor for Hancock, etc)

One of those little "I can't believe it isn't part of the game" things that are always left to the modders !

Thank you for your consideration.

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Companions Go Home works 100% as advertised with the latest version of Fallout 4 (1.10.163). I'm using it in my current playthrough with that game version, and have used it with every version of game since the mod was released. It has always worked as intended. Are your sure that: 1) you have the mod installed properly? 2) using it per the instructions in the description?

 

The dismissal process that you want changed is required because Home Plate and the companion default home locations are not registered as settlements in the vanilla WorkshopParentScript (someone please correct me if that is not the correct script for this functionality). It's not as simple as adding a "text option" to the dismissal location menu. Those locations would need to be configured and registered as settlements for them to show in the menu...not a trivial task. It could lead to loads of problems with the base game since none of them were indeed to function as settlements (companion default home locations specifically). It would also be massive overkill when a simple solution already exists in the mod. You might look for a mod that has Hone Plate registered as a settlement and allows companions to be dismissed there. Aloot's Home Plate is such a mod and is very well done.

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Companions Go Home works 100% as advertised with the latest version of Fallout 4 (1.10.163). I'm using it in my current playthrough with that game version, and have used it with every version of game since the mod was released. It has always worked as intended. Are your sure that: 1) you have the mod installed properly? 2) using it per the instructions in the description?

 

Happy it is working for you. It is not working for a whole lot of people, as can be seen in the comments. How mysterious of a process is it to be "installed properly"? There are no special instructions from the mod author regarding installation. Feel free to elaborate.

 

Does MO2 not know what to do with it?

 

The instructions of how to use it are very clear. The console command responds with some sort of error, and to get the items one has to console them in, only for them to vanish when clicked with no effect.

Edited by CausalParadox
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The behavior you describe (consumable vanishing when clicked) is indicative of the script not firing. That will be caused by 1) mod not installed properly, 2) your game not properly configured to read loose files.

 

I use MO2 and the mod has always worked perfectly fine. MO2 is not the problem. Assuming your game is configured to read loose files, how are you installing the mod with MO2? If you are downloading with the "Mod Manager Download" button on the mod page, DON'T. That method can be extremely unreliable with any mod manager.

 

Use the manual download button and save the file to your computer. In MO2, use the File>Install Mod (Ctrl+M) option. Select the file you downloaded from Nexus and install.

 

The mod comes as loose files, so you should confirm you have the proper .ini edit required (linked above) to read them before reinstalling.

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@RedRocketTV

Every step and requirement you have listed has been confirmed and have just tried manual installation. Still does not work (in fact, manual installation seems to be worse as I can't get any response from the console commands)

The mod really does need someone knowledgeable to look at it, I think.

Edited by CausalParadox
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Have you tried Amazing Follower Tweaks (AFT)? There is an option to: SET 'THIS' AS HOME FOR X'. In short, you can change a companions Home, via AFT, per normal; but there is also an option where you can be somewhere... anywhere... Nicks' Office, Public Occurences, or even in the middle of a field, and set the Companions home to that spot.

 

Of course, this would mean you would have to install a massive mod, just to use one small function; but in lieu of a dedicated mod; there you go.

 

Hope that helps until someone repairs the suggested mod.

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Have you tried Amazing Follower Tweaks (AFT)? There is an option to: SET 'THIS' AS HOME FOR X'. In short, you can change a companions Home, via AFT, per normal; but there is also an option where you can be somewhere... anywhere... Nicks' Office, Public Occurences, or even in the middle of a field, and set the Companions home to that spot.

 

Of course, this would mean you would have to install a massive mod, just to use one small function; but in lieu of a dedicated mod; there you go.

 

Hope that helps until someone repairs the suggested mod.

As impressive as that mod looks.. it appears too game changing for my needs. I'll keep it in mind as a final resort though.

 

 

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