pawzseven Posted January 3, 2014 Share Posted January 3, 2014 (edited) Well, that was interesting... I have been looking for a non-human companion to protect me and carry my gear. So far, no luck. I did have a silent eye-bot, but he got knocked out so soon, before the battle was done, which left me on my own - so he had to go. Ditto with another eye-bot called Frazzle, who was essential, but again got knocked down just when i needed him.. I put in the Uncle Leo mod, but he hasn't turned up yet, also another couple of robot mods, but not found them either yet. So, when I found a Mr Gutsy called JudgeDead and an eye-bot named Sam, both of them waiting for me in Springvale, I thought I had solved the protection problem if not the gear-carrying. So, I restarted from the Vault entrance, and sure 'nuff, there they were, waiting for me in Springvale. The first thing they did was destroy the Enclave eye-bot - no big deal there, but then, when I went to Megaton to meet the Sheriff, they killed him too.. and then Moira and her guard... and then the Protectron at the entrance and the guy in the crows-nest above Megaton, then they started on the caravan guards, and finally killed the Brahmin, at which point I could not see much point in going on. Hilarious and interesting yes, and I would have been pleased to keep them, but if they kill every one in the game, friend and foe, it is going to make for chaotic game-play. Judgedead bellows out 'its a good day to die!' and SAM says 'if I had hands I would kill you' ( or something like that), and that;s it. Sigh.. back to looking for another companion I guess Edited January 3, 2014 by pawzseven Link to comment Share on other sites More sharing options...
bben46 Posted January 3, 2014 Share Posted January 3, 2014 nother eye-bot called Frazzle, who was essential, but again got knocked down just when i needed himIf a companion is actually essential - then they will get back up after the battle and rejoin you. As for JudgeDead & Sam, Normally a companion is automatically set as the same faction as you - so if your Player character was antagonistic toward the megaton faction, then they will attack. And, there is a setting in the companion commands to 'Not attack unless I attack first' that should keep them from instantly going off against even those that already enemies. Link to comment Share on other sites More sharing options...
pawzseven Posted January 3, 2014 Author Share Posted January 3, 2014 (edited) Frazzle stayed down. pressing T and waiting for an hour got him back, but I don't want to do that every time it happens.I am fresh out of the vault so not antagonistic toward anyone at this stage in the game ( I am using FWE). I do not have a way of commanding them that I am aware of. If there is such a possibility then I would be pleased to keep them. They can talk to me but there are no commands I can choose to give them . I will activate them again and have a look in Pip-Boy to see if there are any notes. Thank you for your help bben Nope, didn't find any commands as you described, on the FWE command head-set, just follow-wait type commands. Ho-hum. ah, you meant in the console perhaps... I can access that I think, and I can type, but no idea what to type. I will have a play with it...ps got Frazzle and his sidekick activated again, located both and now both are following and helping out just fine - thank you. :) Edited January 4, 2014 by pawzseven Link to comment Share on other sites More sharing options...
7thsealord Posted January 7, 2014 Share Posted January 7, 2014 Note that what Essential does is make an NPC go unconscious and (eventually) recover instead of being horribly dismembered and/or dying. I believe there may be mods to shorten unconsciousness time, but time is usually not a problem - they should be up and about very quickly. Sometimes even during the same battle they fell unconscious in. Link to comment Share on other sites More sharing options...
pawzseven Posted January 7, 2014 Author Share Posted January 7, 2014 (edited) I did lose one of them again at a later stage and eventually deactivated- reactivated the mod and went back in and found them both in their original positions again. I kinda rely on the little fellas now, but have to be careful where I go. I found in Super-Duper foyer they could not avoid being clobbered and knocked out by raiders wielding shovels because the ceiling is quite low there, and they do not always return fire when the trouble is coming from high up. I lost one to mirelurks in the Nuka-Cola factory - and I didn't want to leave him there, all alone, but just could not see any sign of him and had to leave; felt a right heel. Ah, bless :smile: Edited January 7, 2014 by pawzseven Link to comment Share on other sites More sharing options...
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