kevzero Posted January 20, 2022 Share Posted January 20, 2022 I was settlement bundling when I noticed Piper was no following. I found her in one of the houses I made, but would not follow me. She does everything a companion should do just fine I command her to move to a spot, she moves to the spot tell he to inspect something, she does it We sleep in a bed, she sleeps in a bed and the lover embrace perk comes up , I pull my weapon out, she pulls her out. Talking to her works fine, and she gives munchies per usual. She just will no longer follow me. I try to command her to follow she will just stand there. If I Fast travel or enter/exit a building, she’s not there. I’ve tried dismissing her for other companions, the game will give me the options to send her to a settlement/publik occurrences, but she will dismiss as she would and just stay right where she is. I have no problem, so far as I’ve seen, with the other companions. Tried toggling ai, killing and resurrecting her, enable/disable, resetactor, changing faction, and disabled mods; nothing seems to get her to follow me Link to comment Share on other sites More sharing options...
Papajack55 Posted January 21, 2022 Share Posted January 21, 2022 Does it give you the option to say âFollow me?â If not, then it has to be a mod conflict or a glitchâ¦.. Link to comment Share on other sites More sharing options...
kevzero Posted January 21, 2022 Author Share Posted January 21, 2022 Does it give you the option to say âFollow me?â If not, then it has to be a mod conflict or a glitchâ¦..I click on her and it gives me the standard options to Talk, Trade, Cancel, and Follow. The first three work just fine, but if I choose follow she responds affirmatively then doesn’t do anything but stand there. I can command her to move to a spot just fine, but she won’t follow Link to comment Share on other sites More sharing options...
Papajack55 Posted January 21, 2022 Share Posted January 21, 2022 Must be a strange glitch in the game then. Have you double-checked your mod order, by chance? Link to comment Share on other sites More sharing options...
LarannKiar Posted January 23, 2022 Share Posted January 23, 2022 A companion's follower ai package should be the FollowersCompanionPackage [FormID: 0002A101]. It seems like one of your mod (or maybe just a base game quest) overwrites it to a non-follower ai package. I don't know which mod or quest is the culprit but I can tell you how the see Piper's 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() + ".") EndFunctionLaunch the game, load a save game, open the Console and type: CGF "GlobalFunctions.GetCurrentAIPackage" RefID. RefID is the reference ID of Piper (so it should be: CGF "GlobalFunctions.GetCurrentAIPackage" 2F1F). Open the log file (Documents / MyGames / Fallout4 / Logs / Script / Papyrus0.log) and search for "GlobalFunctions Script". You'll see the FormID of the Piper's current ai package. Open your mods in FO4Edit and search for this FormID. Link to comment Share on other sites More sharing options...
kevzero Posted January 24, 2022 Author Share Posted January 24, 2022 A companion's follower ai package should be the FollowersCompanionPackage [FormID: 0002A101]. It seems like one of your mod (or maybe just a base game quest) overwrites it to a non-follower ai package. I don't know which mod or quest is the culprit but I can tell you how the see Piper's 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() + ".") EndFunctionLaunch the game, load a save game, open the Console and type: CGF "GlobalFunctions.GetCurrentAIPackage" RefID. RefID is the reference ID of Piper (so it should be: CGF "GlobalFunctions.GetCurrentAIPackage" 2F1F). Open the log file (Documents / MyGames / Fallout4 / Logs / Script / Papyrus0.log) and search for "GlobalFunctions Script". You'll see the FormID of the Piper's current ai package. Open your mods in FO4Edit and search for this FormID. Thanks. Ill give it a try Link to comment Share on other sites More sharing options...
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