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Companions won't follow me?


Deathstruck

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Hey there,

 

I was wondering if someone could help me figure out what mod is causing my companions to not follow me?

 

Basically, whenever I give them "Follow" command, they acknowledge it but the "Follow" button still stays the same (instead of changing to "Stay") and they are stuck just sandboxing on their spot, pretty much. If I teleport them outside and do the same, they will just turn around and walk back to their original location too.

 

This seems to occur with all the vanilla companions APART from Dogmeat, who works flawlessy. Any idea what could be causing this?

 

Here's my load order:

 

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ccbgsfo4019-chinesestealtharmor.esl=1
ccfrsfo4003-cr75l.esl=1
ccsbjfo4002_manwellrifle.esl=1
CanarySaveFileMonitor.esl=1
FO4_Bug_Fixes_Pack.esl=1
Rusty Face Fix.esl=1
Park Bench NPC Animation Fix.esl=1
DDLL.esl=1
Marine Armor Helmet Light.esl=1
PowerArmorBackpacks.esl=1
XDI.esm=1
HUDFramework.esm=1
Unofficial Fallout 4 Patch.esp=1
ArmorKeywords.esm=1
SimSettlements.esm=1
WorkshopFramework.esm=1
PANPC.esm=1
PACE.esm=1
Arbitration - Resources.esm=1
GCM_DLC_Far_Harbor.esl=1
GCM_DLC_Automatron.esl=1
EDSSG_All_DLC.esl=1
Dogs can grab player.esl=1
PainTrainShoulderBashAnimationInCombat.esl=1
PainTrainAndImpactLanding-BuffedAndReworked.esl=1
Immersive_Molotovs_FlamerESL.esl=1
QuestBoard.esl=1
BigHuntGoodneighbor.esl=1
TheBigHunt.esl=1
BigHuntBunkerHill.esl=1
Far Harbor Workbenches Linked.esl=1
DanseHelmet.esl=1
Fleshy FEV Hounds.esl=1
True Caves.esl=1
HoloDisplay.esl=1
Balconies.esl=1
Canopies.esl=1
ammoUI_by_tooun.esl=1
HaylenMMDialogueFix.esl=1
FFO.esm=1
Gunners Overhaul 1.1.esm=1
ArmorGroundObjectPhysics.esl=1
BetterCoastalWaves.esl=1
GSHGuardShifts.esl=1
NPSShopping.esl=1
HCKTerminalHack.esl=1
jags78_UtilityBelt.esl=1
PowerArmorNightVision.esl=1
Glock86.esl=1
SelectAssaultRifle.esl=1
Skb-MinigunsRebirth.esl=1
Skb_MachinegunsRebirth.esl=1
Skb-MinigunsRebirth_AWKCR_Patch.esp=1
Flicker Fixer.esp=1
Fixed flickering puddles.esp=1
Fixed Gobo Effects.esp=1
Wetness Shader Fix.esp=1
RAW INPUT.esp=1
CBBE.esp=1
ESPExplorerFO4.esp=1
GCM.esp=1
SCM.esp=1
SCM_EBF.esp=1
FakeKillcam.esp=1
LooksMenu.esp=1
LooksMenu Customization Compendium.esp=1
Merged Fixes.esp=1
Armorsmith Extended.esp=1
CraftingFramework.esp=1
CraftingFrameworkAWKCR2.esp=1
Elzee Dynamic Timescale.esp=1
Elzee Jolly Item Sounds.esp=1
Third Person Movement Speed Fix.esp=1
LongRangeBulletHoles.esp=1
Armorsmith Combat Helmet Illumination 1.2.esp=1
MarineArmorNeckCover_ArmorsmithExtended.esp=1
MarineArmorNeckCoverLight_ArmorsmithExtended_Replacer.esp=1
Marine Armor Helmet Light - Vanilla.esp=1
PowerArmorNightVisionFarHarborPatch.esp=1
PerpetualBeta_T45.esp=1
PerpetualBeta_T60.esp=1
PerpetualBeta_WeldingHelmet.esp=1
PerpetualBeta_VaultTecSecurityHelmet.esp=1
Better Power Armor - Extended.esp=1
UnknownZombie_bandanaFitsK9Harness.esp=1
WastelandFashionBandanasBlindfolds.esp=1
Goggles on Forehead.esp=1
Crimsomrider's Accessories.esp=1
USAFBomberJacket.esp=1
Jacket.esp=1
J&C Outfit fix.esp=1
jags78_CoMa.esp=1
WastelandRugged.esp=1
PiperArmoredCoat.esp=1
Mercenary.esp=1
WestTekTacticalOptics.esp=1
Backpacks of the Commonwealth.esp=1
AccessibleBackpacks.esp=1
GR003-ModularSlingBackpack.esp=1
AnS Wearable Backpacks and Pouches.esp=1
AnS Wearable Backpacks and Pouches - AWKCR.esp=1
K9TacticalHarness.esp=1
VUWR.esp=1
CraftingFramework_VUWR.esp=1
AARP (replacer) NoFear.esp=1
CattleProdV01.esp=1
Mauser.esp=1
45autoPistol.esp=1
SigSauer127.esp=1
Skibs-223PistolRedux.esp=1
F4CW10mmSMG.esp=1
10mmSMG_Expanded.esp=1
F4CW10mmSMG_Addon.esp=1
Krait6712.esp=1
SelectAssaultRifle.esp=1
R91Expanded.esp=1
R91ExpansionVanillaNamingRules.esp=1
WM Chinese Assault Rifle - Standalone.esp=1
M72GaussRifle.esp=1
ClassicSniper.esp=1
DKS-501 - AWKCR-Compatibility.esp=1
Wattz2000 - Jake Necroix.esp=1
WattzLaserGun.esp=1
WinchesterP94Balanced2.esp=1
YK42B_Reborn.esp=1
SelectAssaultRifle_LLInjector.esp=1
K-9 Harness_ArmorLLI.esp=1
Makeshifttextures.esp=1
W.A.T.Minutemen.esp=1
Synth Overhaul.esp=1
BLD_Armor_Overhaul.esp=1
MoreOutfitVariations.esp=1
MoreOutfitVariations - AE Patch.esp=1
Enhanced Commonwealth Wardrobe.esp=1
EveryonesBestFriend.esp=1
Some Assembly Required.esp=1
T-60 Equipment.esp=1
AnimChemRedux.esp=1
WorkshopPlus.esp=1
Better Cooking Stations.esp=1
Better Cooking Stations Immersive Patch.esp=1
ImmersiveAnimationFramework.esp=1
IAF - Far Harbor & Nuka World.esp=1
OMEGA - IAF BCS Patch.esp=1
Better Locational Damage.esp=1
Better Locational Damage - DLC_Far_Harbor.esp=1
BLD - Leveled Lists - DLC.esp=1
Better Explosives Redux.esp=1
AnatomicallyCorrectFerals.esp=1
AnatomicallyCorrectFerals_NW.esp=1
AnatomicallyCorrectFerals_FH.esp=1
CROSS_GoreCrits.esp=1
PAGunHandlingNoMinCone.esp=1
UGO_PlayerModule.esp=1
UGO_1HSupport.esp=1
UGO_NPCModule.esp=1
VATSMove.esp=1
Assaultron Grab Skills.esp=1
Yaoguai grab skill.esp=1
Feral Ghoul Bite Skills.esp=1
Radstag Grab Skill.esp=1
Deathclaw Grab Skills.esp=1
Radscorpion Stab Skill.esp=1
Elzee Cough.esp=1
Stimpaks help you breathe.esp=1
AnimatedRadaway.esp=1
CustomCamera.esp=1
FineZoom.esp=1
AmazingFollowerTweaks.esp=1
VisibleCompanionAffinity.esp=1
BetterCompanions.esp=1
IcebreakerCDO-Piper.esp=1
PiperCaitCurieDialogueOverhaul.esp=1
ImmersiveGenericDialogues.esp=1
IcebreakerCDO-Settlements.esp=1
PlayerComments.esp=1
Patch BLD-HBT.esp=1
PlayerComments_UFO4P_Patch.esp=1
PlayerComments_PiperCaitCurieDialogueOverhaul_Patch.esp=1
PlayerComments_ImmersiveGenericDialogues_Patch.esp=1
PlayerComments_IceBreakerCDO-Piper_Patch.esp=1
PlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.esp=1
ImmersiveRadiation.esp=1
Arbitration - Button Lowered Weapons.esp=1
PetAnyDog.esp=1
Merged Appearance.esp=1
HiPolyFaces.esp=1
HiPolyFaces - Male Companions.esp=1
HiPolyFaces - Female Companions.esp=1
WorkshopRearranged.esp=1
SettlementMenuManager.esp=1
SKKCombatSettlers.esp=1
DynGuardMats.esp=1
Better_Settlement_Defence.esp=1
AGOMBz.esp=1
MMSquads.esp=1
SKKSettlementAttackSystem.esp=1
SalvageBeacons.esp=1
ImmersiveCleaning.esp=1
Eli_Display Shelves.esp=1
OCDecorator.esp=1
OCDecoratorDLC.esp=1
OCDispenser.esp=1
MK_ComponentsRedone.esp=1
Invisible_Guard_Marker.esp=1
SKM_NoSettlementAttacks.esp=1
SKM_SandboxExpansion.esp=1
DiamondCityAutoClose.esp=1
Vault81Etiquette.esp=1
UltraInteriorLighting.esp=1
Thaylar Lighting 3.2 - Big Edition.esp=1
Thaylar Lighting 3.2 Workshop Rearranged Patch - Big Edition.esp=1
PowerArmorImpactEffects.esp=1
Swinging Meat Bags.esp=1
Vivid Weathers - FO4.esp=1
Vivid Weathers - FO4 - Summer.esp=1
Vivid Weathers - FO4 - Far Harbor.esp=1
Vivid Weathers - Nuka World.esp=1
FFO.esp=1
FFO_Vivid_Weather_Patch.esp=1
SunLightAlignment.esp=1
TrueGrass.esp=1
WAVE.esp=1
Fallout 4 Ultimate Window Overhaul.esp=1
Merged Audio.esp=1
Elzee Recoil Shake.esp=1
Unique NPCs.esp=1
LooksMenuCustomizationCompendium-UniqueNPCs_Patch.esp=1
GunnerOverhaul_UniqueNPCs.esp=1
DT_GunnerOutfitPack.esp=1
Gunner Outfit Extreme Overhaul.esp=1
UniquePlayer.esp=1
Unique NPCs FarHarbor.esp=1
Unique NPCs_SpecialSettlers_ChildrenOnly.esp=1
Unique NPCs - BLD.esp=1
SuperMutantRedux.esp=1
Unique_NPCs_SuperMutantRedux.esp=1
SuperMutantRedux_ArmorSmithExtended.esp=1
JSChildrenoftheAtom.esp=1
Walking Side By Side.esp=1
spacefiddle_Follower-Stealth-Distance-Fixes.esp=1
RBDiMAFace.esp=1
Amelia and Dan at Bunker Hill.esp=1
Riley Sticks Around.esp=1
Resettle Jared.esp=1
Emogene_Fix.esp=1
Jump Grunt.esp=1
dD-Enhanced Blood.esp=1
IaQSone.esp=1
WET.esp=1
FAR.esp=1
NeuraLOD_BNSLoreFr.esp=1
Confidence_Man_Delayed.esp=1
Special_Delivery_Delayed.esp=1
GT_GrenadeCycle.esp=1
ScopeOverlaySelection_AIO.esp=1
Merged Visuals.esp=1
BallisticEffectsTracers.esp=1
SimpleImpact.esp=1
YouAreSPECIAL.esp=1
F4 Music 1.esp=1
DLC Timing.esp=1
CreationClubDelay.esp=1
F4 Merged Mods 1.esp=1
F4 Merged Patch 1.esp=1
Rudy's Simple Sorter 1.esp=1
PRP.esp=1
ColterFix.esp=1

PhotoMode.esp=1

 

 

 

Thanks in advance for any help/info!

Edited by Deathstruck
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Your companion's current ai package should be the FollowersCompanionPackage [FormID: 0002A101]. It seems like one of your mod overwrites it to a non-follower ai package.

 

I don't know which mod is the culprit but I can tell you how the get their current ai package.

 

Enable debug logging: add these lines to your Documents / MyGames / Fallout4 / Fallout4Custom.ini:

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bEnableProfiling=1
sDefaultLogOverlay=Papyrus
Create a script with a global function: create a new PSC file "GlobalFunction.psc" in Fallout4/Data/Scripts. Compile this code:
Scriptname GlobalFunctions

Function GetCurrentAIPackage(ObjectReference Ref) Global
      Debug.Trace("GlobalFunctions Script: " + Ref + "'s Current AI Package: " + (Ref as Actor).GetCurrentPackage() + ".")
EndFunction

Launch the game, load a save game, open the Console and type: CGF "GlobalFunctions.GetCurrentAIPackage" RefID.

 

RefID is the reference ID of your companion (for Codsworth, it should be: CGF "GlobalFunctions.GetCurrentAIPackage" 0001CA7D).

 

Open the log file (Documents / MyGames / Fallout4 / Logs / Script / Papyrus0.log) and search for "GlobalFunctions Script". You'll see the FormID of the companion's current AI package. Open your mods in FO4Edit and search for this FormID.

Edited by LarannKiar
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  • 2 years later...

Man I hate to be that guy who commented on older threat, but I'm desperate because now my Companion won't follow, and I tried to run this script, but recent updates makes my Creation Kit won't launch. Is there a way you can share the compiled script?

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3 hours ago, lolcopter141 said:

Man I hate to be that guy who commented on older threat, but I'm desperate because now my Companion won't follow, and I tried to run this script, but recent updates makes my Creation Kit won't launch. Is there a way you can share the compiled script?

I uploaded it to Google Drive.

As for the Creation Kit, verify CreationKit.exe (v1.10.943) and other dev kit files are in your Fallout 4 installation folder: ..\steamapps\common\Fallout 4\CreationKit.exe. Steam may have installed it in the wrong folder in which case, when one attempts to open it with the shortcut Steam has created the CK immediatelly closes after launch.

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On 4/28/2024 at 9:21 PM, LarannKiar said:

I uploaded it to Google Drive.

As for the Creation Kit, verify CreationKit.exe (v1.10.943) and other dev kit files are in your Fallout 4 installation folder: ..\steamapps\common\Fallout 4\CreationKit.exe. Steam may have installed it in the wrong folder in which case, when one attempts to open it with the shortcut Steam has created the CK immediatelly closes after launch.

Thank you for the script, it worked, I found what the issue was, it was a handcuffs mod, all I had to do was add a handcuff to their inventory, wear them, and then release the handcuffs, and they started following me.

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On 4/28/2024 at 9:21 PM, LarannKiar said:

I uploaded it to Google Drive.

As for the Creation Kit, verify CreationKit.exe (v1.10.943) and other dev kit files are in your Fallout 4 installation folder: ..\steamapps\common\Fallout 4\CreationKit.exe. Steam may have installed it in the wrong folder in which case, when one attempts to open it with the shortcut Steam has created the CK immediatelly closes after launch.

sorry to bother you again, I found out what the problem was but I don't understand how to fix it, I said before wear handcuffs and release worked on my saves, but my other saves, my AI Package still linger to TD_BoundHandsPackage (from TortureDevices) how to I change the AI package back?

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Mods usually override the AI package of NPCs either by filling them into a Quest Alias or by overwriting their ActorBase record.

If the mod in question was designed to support unknown/infinite number of NPCs e.g. any followers, then it's probably a Quest Alias. (Alias Data >> Package data).

If you open the Console, click on an NPC then type "SV", the Console (among other things) would show the list of Aliases the selected NPC is held in.

Since Quest Aliases are a form of Quest data, if you call StopQuest on their "owning quest" with ( StopQuest Quest ), you can remove the applied Quest Alias data i.e. AI override from the "aliased" NPC.

Of course, force-shutting down a quest is not a good idea without knowing what the quest does, whether it has a proper shutdown procedure, can be/should be restarted, etc. (One would need to examine the quest in the Creation Kit or FO4Edit to know these).

Alternatively, you can try ( SetConsoleScopeQuest Quest ), then ( EmptyRefAlias AliasName ). This doesn't stop the quest, only tries to remove the NPC from the alias with the given alias name (which is returned by "SV"). Unfortunately, this isn't guarateed to work either (or at least not necessarily the way one would expect) but further debugging would require examining the mod and the quest in the Creation Kit.

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