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NoFire Vanilla Companion Mod?


Agnot2006

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I only know of the ones for The Pitt and Point Lookout. I didn't think companions were fired while doing Anchorage, even if you tell them to wait first. But, I haven't done that one for a long time so don't know.

 

If all the DLC's (maybe except Broken Steel) have that script that checks for followers and fires them it shouldn't be too hard to have them wait instead, or even just copy what Tarrant did, for Point Lookout and The Pitt, and apply it to the rest of the DLC's, so they can come too. I know what he did/how he did it, but if someone's already done it I'd like to know as well. Saves me doing it :)

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Yes, I remember him saying once that the mod just consisted of a bunch of comma's, nothing fancy. That's what I did for one of my radio mods. It's better to do it that way than delete the script altogether.

 

Do you want them to actually go with you (including Anchorage), or just not fire at all?

I'm not finding much in my search, but there was this one which just changes where they go when they are fired - Fired Followers go to Tenpenny or Megaton.

I guess it saves you traipsing all over the wasteland re-collecting them all again. But, if you don't use any of those two houses it probably won't be much good :laugh:

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I’ve got companions in my houses all over the game, but each time I enter a DLC strange things happen for instance If I enter then return from the spaceship Clover would quite often be found in the area you return to and quite often needing rescuing, Cherry gets fired and starts wandering back to here old place alone through the wasteland. I don’t really need them to follow me just stay where I left them and not be fired would be great.

 

The Megaton one sounds good maybe I will try that. Thank You

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