roldoi1911 Posted June 24, 2014 Share Posted June 24, 2014 I really don't get what I can do. I got a robot companion from a mod and now I cant dismiss him. I don't really know whats wrong since he came with another companion from the same mod who works perfectly fine. I've tried to have him wait and three in-game days to get him to dismiss himself but no dice. also This is a new save so I'm far from the gunrunner dismissal terminal at the gun runners. any ideas? Link to comment Share on other sites More sharing options...
SayinNuthin Posted June 24, 2014 Share Posted June 24, 2014 [ResetAI] OR! [disable] then [Enable] have both been used to unglitch NPCs since FO3 but "careful with that console command Eugene" eh. Save first, maybe read some of this stuff; http://fallout.wikia.com/wiki/Gamebryo_console_commands Link to comment Share on other sites More sharing options...
roldoi1911 Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) Tried what you suggested step by step, but i didn't work :sad:Should i just disable, make a clean save and renable? Ugh ok I tried to do so, and he did reset, but the game still thinks he's following me still, geuss ill just suicide run to the gun runners and pray that works Edited June 25, 2014 by roldoi1911 Link to comment Share on other sites More sharing options...
SayinNuthin Posted June 25, 2014 Share Posted June 25, 2014 No.. you didn't quite do what I suggested which was read the Wiki on console commands. I may be wrong but if you save as game after [disable]ing an NPC they are gone! Then You will have to use [PlaceAtMe] to get them back. Seriously read the wiki before you start wielding the console commands or risk wrecking your game. Also If it's a mod follower have a look at the mods comments to see if anyone else has had the same issue and/or ask the author. Link to comment Share on other sites More sharing options...
roldoi1911 Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) I did read it and did exactly what the steps were save, disable, enable, kill, and resurrectBy the disable statement I meant to disable the mod itself not the npc Edited June 25, 2014 by roldoi1911 Link to comment Share on other sites More sharing options...
SayinNuthin Posted June 25, 2014 Share Posted June 25, 2014 I did read it and did exactly what the steps were save, disable, enable, kill, and resurrectBy the disable statement I meant to disable the mod itself not the npc Pardon, I misunderstood. If nothing in the standard console tools is helping then switching the mod off might be one way. But you shouldn't have to 'suicide run' to the gun runners, you could use the [coc] command to teleport there. Now this is personal taste but for me using commands to get around glitches doesn't count as cheats but it's up to you. The G-Rs exterior cell ID should be '000dac02' and you'll need the ID of wherever you are if you want to hop back. But save first 'cos if I've got that wrong and you materialize inside the G-R compound they will kill you!.... Link to comment Share on other sites More sharing options...
roldoi1911 Posted June 26, 2014 Author Share Posted June 26, 2014 Nah no worries I'm not the kind of guy who's so hardcore he needs to do everything the hard way, console command to fix/ mess around is what I do a lot since no one cares (It is a single player game who's going to judge?) I meant that one of my mods may or may not have added a fiend/ supermutant skirmish to the front. IDK the reasoning behind it but its just too badass for me to take it out. at least the vendor is safe until I clear everyone out....Poor Isaac mauled by a chainsaw wielding fiend too soon. Anyway I just made a clean save and hopefully i'll be able to fix it somehow (damn these custom companion systems, you got no clue which use the vanilla system and which do there own thing) thanks for your feedback and time. Link to comment Share on other sites More sharing options...
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