Deathstruck Posted January 6, 2022 Share Posted January 6, 2022 (edited) 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=1DLCRobot.esm=1DLCworkshop01.esm=1DLCCoast.esm=1DLCworkshop02.esm=1DLCworkshop03.esm=1DLCNukaWorld.esm=1ccbgsfo4019-chinesestealtharmor.esl=1ccfrsfo4003-cr75l.esl=1ccsbjfo4002_manwellrifle.esl=1CanarySaveFileMonitor.esl=1FO4_Bug_Fixes_Pack.esl=1Rusty Face Fix.esl=1Park Bench NPC Animation Fix.esl=1DDLL.esl=1Marine Armor Helmet Light.esl=1PowerArmorBackpacks.esl=1XDI.esm=1HUDFramework.esm=1Unofficial Fallout 4 Patch.esp=1ArmorKeywords.esm=1SimSettlements.esm=1WorkshopFramework.esm=1PANPC.esm=1PACE.esm=1Arbitration - Resources.esm=1GCM_DLC_Far_Harbor.esl=1GCM_DLC_Automatron.esl=1EDSSG_All_DLC.esl=1Dogs can grab player.esl=1PainTrainShoulderBashAnimationInCombat.esl=1PainTrainAndImpactLanding-BuffedAndReworked.esl=1Immersive_Molotovs_FlamerESL.esl=1QuestBoard.esl=1BigHuntGoodneighbor.esl=1TheBigHunt.esl=1BigHuntBunkerHill.esl=1Far Harbor Workbenches Linked.esl=1DanseHelmet.esl=1Fleshy FEV Hounds.esl=1True Caves.esl=1HoloDisplay.esl=1Balconies.esl=1Canopies.esl=1ammoUI_by_tooun.esl=1HaylenMMDialogueFix.esl=1FFO.esm=1Gunners Overhaul 1.1.esm=1ArmorGroundObjectPhysics.esl=1BetterCoastalWaves.esl=1GSHGuardShifts.esl=1NPSShopping.esl=1HCKTerminalHack.esl=1jags78_UtilityBelt.esl=1PowerArmorNightVision.esl=1Glock86.esl=1SelectAssaultRifle.esl=1Skb-MinigunsRebirth.esl=1Skb_MachinegunsRebirth.esl=1Skb-MinigunsRebirth_AWKCR_Patch.esp=1Flicker Fixer.esp=1Fixed flickering puddles.esp=1Fixed Gobo Effects.esp=1Wetness Shader Fix.esp=1RAW INPUT.esp=1CBBE.esp=1ESPExplorerFO4.esp=1GCM.esp=1SCM.esp=1SCM_EBF.esp=1FakeKillcam.esp=1LooksMenu.esp=1LooksMenu Customization Compendium.esp=1Merged Fixes.esp=1Armorsmith Extended.esp=1CraftingFramework.esp=1CraftingFrameworkAWKCR2.esp=1Elzee Dynamic Timescale.esp=1Elzee Jolly Item Sounds.esp=1Third Person Movement Speed Fix.esp=1LongRangeBulletHoles.esp=1Armorsmith Combat Helmet Illumination 1.2.esp=1MarineArmorNeckCover_ArmorsmithExtended.esp=1MarineArmorNeckCoverLight_ArmorsmithExtended_Replacer.esp=1Marine Armor Helmet Light - Vanilla.esp=1PowerArmorNightVisionFarHarborPatch.esp=1PerpetualBeta_T45.esp=1PerpetualBeta_T60.esp=1PerpetualBeta_WeldingHelmet.esp=1PerpetualBeta_VaultTecSecurityHelmet.esp=1Better Power Armor - Extended.esp=1UnknownZombie_bandanaFitsK9Harness.esp=1WastelandFashionBandanasBlindfolds.esp=1Goggles on Forehead.esp=1Crimsomrider's Accessories.esp=1USAFBomberJacket.esp=1Jacket.esp=1J&C Outfit fix.esp=1jags78_CoMa.esp=1WastelandRugged.esp=1PiperArmoredCoat.esp=1Mercenary.esp=1WestTekTacticalOptics.esp=1Backpacks of the Commonwealth.esp=1AccessibleBackpacks.esp=1GR003-ModularSlingBackpack.esp=1AnS Wearable Backpacks and Pouches.esp=1AnS Wearable Backpacks and Pouches - AWKCR.esp=1K9TacticalHarness.esp=1VUWR.esp=1CraftingFramework_VUWR.esp=1AARP (replacer) NoFear.esp=1CattleProdV01.esp=1Mauser.esp=145autoPistol.esp=1SigSauer127.esp=1Skibs-223PistolRedux.esp=1F4CW10mmSMG.esp=110mmSMG_Expanded.esp=1F4CW10mmSMG_Addon.esp=1Krait6712.esp=1SelectAssaultRifle.esp=1R91Expanded.esp=1R91ExpansionVanillaNamingRules.esp=1WM Chinese Assault Rifle - Standalone.esp=1M72GaussRifle.esp=1ClassicSniper.esp=1DKS-501 - AWKCR-Compatibility.esp=1Wattz2000 - Jake Necroix.esp=1WattzLaserGun.esp=1WinchesterP94Balanced2.esp=1YK42B_Reborn.esp=1SelectAssaultRifle_LLInjector.esp=1K-9 Harness_ArmorLLI.esp=1Makeshifttextures.esp=1W.A.T.Minutemen.esp=1Synth Overhaul.esp=1BLD_Armor_Overhaul.esp=1MoreOutfitVariations.esp=1MoreOutfitVariations - AE Patch.esp=1Enhanced Commonwealth Wardrobe.esp=1EveryonesBestFriend.esp=1Some Assembly Required.esp=1T-60 Equipment.esp=1AnimChemRedux.esp=1WorkshopPlus.esp=1Better Cooking Stations.esp=1Better Cooking Stations Immersive Patch.esp=1ImmersiveAnimationFramework.esp=1IAF - Far Harbor & Nuka World.esp=1OMEGA - IAF BCS Patch.esp=1Better Locational Damage.esp=1Better Locational Damage - DLC_Far_Harbor.esp=1BLD - Leveled Lists - DLC.esp=1Better Explosives Redux.esp=1AnatomicallyCorrectFerals.esp=1AnatomicallyCorrectFerals_NW.esp=1AnatomicallyCorrectFerals_FH.esp=1CROSS_GoreCrits.esp=1PAGunHandlingNoMinCone.esp=1UGO_PlayerModule.esp=1UGO_1HSupport.esp=1UGO_NPCModule.esp=1VATSMove.esp=1Assaultron Grab Skills.esp=1Yaoguai grab skill.esp=1Feral Ghoul Bite Skills.esp=1Radstag Grab Skill.esp=1Deathclaw Grab Skills.esp=1Radscorpion Stab Skill.esp=1Elzee Cough.esp=1Stimpaks help you breathe.esp=1AnimatedRadaway.esp=1CustomCamera.esp=1FineZoom.esp=1AmazingFollowerTweaks.esp=1VisibleCompanionAffinity.esp=1BetterCompanions.esp=1IcebreakerCDO-Piper.esp=1PiperCaitCurieDialogueOverhaul.esp=1ImmersiveGenericDialogues.esp=1IcebreakerCDO-Settlements.esp=1PlayerComments.esp=1Patch BLD-HBT.esp=1PlayerComments_UFO4P_Patch.esp=1PlayerComments_PiperCaitCurieDialogueOverhaul_Patch.esp=1PlayerComments_ImmersiveGenericDialogues_Patch.esp=1PlayerComments_IceBreakerCDO-Piper_Patch.esp=1PlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.esp=1ImmersiveRadiation.esp=1Arbitration - Button Lowered Weapons.esp=1PetAnyDog.esp=1Merged Appearance.esp=1HiPolyFaces.esp=1HiPolyFaces - Male Companions.esp=1HiPolyFaces - Female Companions.esp=1WorkshopRearranged.esp=1SettlementMenuManager.esp=1SKKCombatSettlers.esp=1DynGuardMats.esp=1Better_Settlement_Defence.esp=1AGOMBz.esp=1MMSquads.esp=1SKKSettlementAttackSystem.esp=1SalvageBeacons.esp=1ImmersiveCleaning.esp=1Eli_Display Shelves.esp=1OCDecorator.esp=1OCDecoratorDLC.esp=1OCDispenser.esp=1MK_ComponentsRedone.esp=1Invisible_Guard_Marker.esp=1SKM_NoSettlementAttacks.esp=1SKM_SandboxExpansion.esp=1DiamondCityAutoClose.esp=1Vault81Etiquette.esp=1UltraInteriorLighting.esp=1Thaylar Lighting 3.2 - Big Edition.esp=1Thaylar Lighting 3.2 Workshop Rearranged Patch - Big Edition.esp=1PowerArmorImpactEffects.esp=1Swinging Meat Bags.esp=1Vivid Weathers - FO4.esp=1Vivid Weathers - FO4 - Summer.esp=1Vivid Weathers - FO4 - Far Harbor.esp=1Vivid Weathers - Nuka World.esp=1FFO.esp=1FFO_Vivid_Weather_Patch.esp=1SunLightAlignment.esp=1TrueGrass.esp=1WAVE.esp=1Fallout 4 Ultimate Window Overhaul.esp=1Merged Audio.esp=1Elzee Recoil Shake.esp=1Unique NPCs.esp=1LooksMenuCustomizationCompendium-UniqueNPCs_Patch.esp=1GunnerOverhaul_UniqueNPCs.esp=1DT_GunnerOutfitPack.esp=1Gunner Outfit Extreme Overhaul.esp=1UniquePlayer.esp=1Unique NPCs FarHarbor.esp=1Unique NPCs_SpecialSettlers_ChildrenOnly.esp=1Unique NPCs - BLD.esp=1SuperMutantRedux.esp=1Unique_NPCs_SuperMutantRedux.esp=1SuperMutantRedux_ArmorSmithExtended.esp=1JSChildrenoftheAtom.esp=1Walking Side By Side.esp=1spacefiddle_Follower-Stealth-Distance-Fixes.esp=1RBDiMAFace.esp=1Amelia and Dan at Bunker Hill.esp=1Riley Sticks Around.esp=1Resettle Jared.esp=1Emogene_Fix.esp=1Jump Grunt.esp=1dD-Enhanced Blood.esp=1IaQSone.esp=1WET.esp=1FAR.esp=1NeuraLOD_BNSLoreFr.esp=1Confidence_Man_Delayed.esp=1Special_Delivery_Delayed.esp=1GT_GrenadeCycle.esp=1ScopeOverlaySelection_AIO.esp=1Merged Visuals.esp=1BallisticEffectsTracers.esp=1SimpleImpact.esp=1YouAreSPECIAL.esp=1F4 Music 1.esp=1DLC Timing.esp=1CreationClubDelay.esp=1F4 Merged Mods 1.esp=1F4 Merged Patch 1.esp=1Rudy's Simple Sorter 1.esp=1PRP.esp=1ColterFix.esp=1PhotoMode.esp=1 Thanks in advance for any help/info! Edited January 6, 2022 by Deathstruck Link to comment Share on other sites More sharing options...
LarannKiar Posted January 8, 2022 Share Posted January 8, 2022 (edited) 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=1bEnableTrace=1bLoadDebugInformation=1bEnableProfiling=1sDefaultLogOverlay=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 January 8, 2022 by LarannKiar 1 Link to comment Share on other sites More sharing options...
lolcopter141 Posted April 28 Share Posted April 28 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? Link to comment Share on other sites More sharing options...
LarannKiar Posted April 28 Share Posted April 28 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. 1 Link to comment Share on other sites More sharing options...
lolcopter141 Posted April 30 Share Posted April 30 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. Link to comment Share on other sites More sharing options...
lolcopter141 Posted April 30 Share Posted April 30 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? Link to comment Share on other sites More sharing options...
LarannKiar Posted April 30 Share Posted April 30 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. Link to comment Share on other sites More sharing options...
exlandia Posted April 30 Share Posted April 30 LarannKiar, are you a Bethesda dev? You sure know your stuff about this game, wow... Link to comment Share on other sites More sharing options...
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