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unlimited followers


Nbr1deadpoolfan

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Heyas!

Ok so first, I have to make a clarification. Followers, and companions, are two different things.

Followers are just a basic AI pixel person that follows you around and shoots at stuff, and takes aggro. And have some very basic dialog, or maybe just some of the vanilla responses set up for them from pre-existing voice file.

Companions on the other hand, sometimes have more in the way of dialog, might be custom voiced, might have a quest, might have an affinity system, could have dialog responses to things that happen in the game, etc etc etc.

 

So to the question. Simple answer: It gets too buggy and/or laggy.

 

The companion system has a lot of bugs in it, for FO4. Especially in their pathing, when they follow you around. For myself, whenever I have a group of at least 4, it never fails that one of them will eventually get lost. And then I either have to retrace my steps to figure out where they got stupid, or reload a previous save.

There is also the companion bug where if you dismiss them, sometimes they TRY to go to where you sent them to, and then they get stupid, and decide to follow you around, instead. At which point, you cannot give them any commands or orders ever again. This one really SUCKS, because it bakes into your savegames, until you can figure out a way to fix it! IF you can figure out how to fix it!

 

I don't remember the name of the mod, but it adds like, 5 or 6 custom comps right there at the exit to vault 111. In the description, the author states that he wanted to add more, but the script lag in the area was already a performance hit, from having so many scripted actors in such proximity to each other.

 

These problems are with the game engine. And how crappily it's been bubble-gummed and ductaped together.

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Well, if not counting AFT, then there's:

Unlimited Companion Framework at Fallout 4 Nexus - Mods and community (nexusmods.com)

SKK Unlock all companions at Fallout 4 Nexus - Mods and community (nexusmods.com) (as well as a bunch of other SKK mods that deal with 'followers'' (aka meat popsicles), rather than 'companions', per se)

Liga of my companions at Fallout 4 Nexus - Mods and community (nexusmods.com) (my preference, fwiw)

 

"Unlimited", however, is kinda not really possible (think: Infinity = CTD). So, "a lot more" (usu up to 15 or 16 or so?), but not "unlimited"...

 

Personally, I find that trying to run more than 3 companions at a time tends to introduce so much script lag -- particularly in certain areas where a lot of other heavy script burden is firing off (Fusion City & Sim Settlements w/ Conqueror, I'm looking at you!) -- that my dreams of fielding a full battalion of fully romanced waifu-warrior companionettes while I traipse across the Commonwealth are all dead and buried. *sigh*

 

As StormWolf01 succinctly (and accurately) describes, they all interfere with certain companion AI (esp. true for certain mods new companion(s) with complex behaviors, questlines, etc., like Insane Ivy) and can kerf*#@le savegames.

Cleaning the savegames of orphan script instances (e.g., with Fallrim Tools/ReSaver) does *not* generally suffice ('tho it helps?).

 

They also can cause your newly installed companion to not have a bunch of its dialog, and not be able to advance their custom companion quest, and any number of other things.

A good companion mod will test for the presence of these "unlimited companion" mods, and warn you of consequences.

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