AndreChau Posted November 19, 2022 Share Posted November 19, 2022 Liga of my companions mod is pretty good but it does have a few bugs. One I noticed was that if a protected companion accidentally gets killed, it cannot be dismissed through the hotkeys, because they try to open a dialogue, which can't work, so you just get "nobody answered me".Is there any workaround for this problem? The modders response was "Any companion can be removed from the mod with the Remote release command. This command is in the hotkey menu."Except that there isn't a remote "release" command unless it is undocumented, or unless they mean there is a scripted function called through npc dialogue (that can't be opened because they are dead). Link to comment Share on other sites More sharing options...
Blinxys Posted November 19, 2022 Share Posted November 19, 2022 Just looking this over since I was considering installing Liga myself as well. Although vague (as documentation often can be)I noticed this on the sticky of posts on the mod page. Version 1.26. (Change Log)Added Remote Release command to the menu. So,,, it's probably in the... Menu? :yes:Think you are looking for "Remote Release" not simply "release". It should be a general menu for the mod itself not the specific follower (I'm assuming). ELSE: Save and save often,If you did that successfully already,go back to a point before they died. Hope that helps. :thumbsup: Link to comment Share on other sites More sharing options...
AndreChau Posted November 19, 2022 Author Share Posted November 19, 2022 Ah, ok, they put the changelog in a stickied post instead of under logs. I did run the update checker but it didn't pick up this as needing updating. "When updating a mod, it is recommended to delete the previous version in the mod settings, then delete all files and perform a clean save of thegame."Sounds like you can't just safely update the mod. Normally I'd expect I would just have to dismiss all companions, update, reinvite."go back to a point before they died"I would gladly have done so if I had noticed it straight away. But when the car went kaboom, it was in the middle of a massive ongoing firefight, and I didn't even notice until hours later.I've never had someone acting as a companion that was protected rather essential, so I didn't know to watch out for it, and they were just a minor npc, so it was no big deal - except that now the slot is permanently filled by a ghost.I think it's best to ignore it rather than risking corrupting my game. It's a nuisance, but such is life. Link to comment Share on other sites More sharing options...
Blinxys Posted November 19, 2022 Share Posted November 19, 2022 quick way to get rid of them:open console ~select livingdeadnpc with mousetype in:markfordelete [press the enter key]type in:disable [press the enter key] Many will say this causes issues, but it can't be worse than the one you're having. If you can't find their corpse that's a completely different issue.if they are a vanilla npc you can probably do like above with their editorID Other hacks to try:recycleactorresurrect Link to comment Share on other sites More sharing options...
StormWolf01 Posted November 20, 2022 Share Posted November 20, 2022 Hey Hey, Andre :smile: Ok, so first off. I wish that I could pitch in, and help you figure out the problem at hand. Sadly... I dunno how. I know that there are console commands that allow you to resurrect the NPC, as Blinx mentioned. To use those, you simply open the console, click on the corpse, and type in resurrect, hit enter, and then close the console. If you can't find the corpse, that always presents a problem!You can try using a test character, to get the NPC's ID number. To get their ID number, you get the character in front of you, open the console, click on them, and the console will show their ID.Once you have their ID (If it's a vanilla NPC, you might be able to look up their ID number online tho) you can move that toon to you, using this code in the console [RefID].moveto player Replace [RefID] with the reference ID of the individual you want to move. For Piper, it would be: 00002f1f.moveto player And then attempt the resurrection, or reset. I do however, have an option for you to use, to avoid this situation from repeating.You can change their status, in the console. By that, you can change their protected status, to essential, to make them like other companions! :wink: setessential NPC_ID 1Just be aware the id has to the their original ID, not the one the console shows when you click on them. To find it you have to use:help "npc_name" 4Keep the quotes. https://steamcommunity.com/app/377160/discussions/0/1696040635916899670/ You just can't be forgetful like me, and forget to do it! :wink: And yeah... those exploding cars. They've gotten my companions many, many times. A certain trader that likes to sit at the side of the road, down by Drumlin Diner, as well! Link to comment Share on other sites More sharing options...
AndreChau Posted November 20, 2022 Author Share Posted November 20, 2022 I have no idea where the corpse is now - that was a long drawn out fight in the night, and I have the game set to darker anyway. So there's no chance of me targetting it, and it was a generic npc (I can't even remember exactly but I think it was a minuteman) that the framework let me add, but unfortunately it relied on dialogue to dismiss, and I didn't even think to check the protected/essential etc status of the npc.I've used a lot of frameworks over the years, but this is the first that doesn't seem to have a way to dismiss someone in this situation, which is probably why the modder in the version straight afterwards fixed the problem, but I have no safe upgrade path.I'm impressed they had so many versions with mortal companions as an option, and never encountered this issue before. Lucky me.My hope was that there was a code snippet that could be activated from the console to flush whatever they are using to store the array of companion characters, but there doesn't seem to be according to the author, and I have no chance of reading their code and understanding it to the point of seeing if the author of the mod is wrong.Thanks for the advice guys! Link to comment Share on other sites More sharing options...
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