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Companion Troubles again


RuaDragonheart

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So after some time of gaming, I've discovered that the Companion Commander/COCOA mod by vivanto has removed some of the voicing from Bittercup--namely, her recruitment and command dialogue. It removes her voice and lip-sync for whenever I speak to her about something companion-related. As I also use the Lucy West and Sydney Follower companion mods, I'm guess those two will suffer the same way concerning COCOA.

 

Is there any fixes for this? Such as having a proper load order, etc? COCOA is the only mod I've downloaded that affects companions so I'm pretty certain it's the culprit here. However, I've tried turning it off to see if that would help, but Bittercup remains voiceless so I'm either wrong or it's a leftover from the mod.

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Okay, so, I've done new games without the two most likely culprits I had installed: COCOA and Wasteland Gigolo, and have tested out Lucy's recruitment. Lucy's dialogue works fine, but Bittercup still loses her voice around companion stuff.

 

So, I have no clue as to what's causing this. Here's the load list:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

HairPack.esm

Mart's Mutant Mod.esm

FNNIguana.esm

sc_lovers_resource.esm

sc_wasteland_pimp.esm

K2_CompLance.esm

DarNifiedUIF3.esp

hair_add_npc.esp

FollowersRelax.esp

AReasonedArgument.esp

A Place to Stay in The Pitt.esp

A Place to Stay on Mothership Zeta.esp

A Place to Stay for Broken Steel.esp

A Place to Stay in Point Lookout.esp

K2_PlayWearClub.esp

MovinOnUp3.0.esp

Tailor Maid.esp

Tailor Maid Anchorage.esp

Tailor Maid PITT.esp

Tailor Maid Brokensteel.esp

Tailor Maid ZETA.esp

Tailor Maid Black Retex.esp

ShishkebabWithoutGlove.esp

MissingUniqueWeapons-Standard-BS+PL.esp

3EFdrg.esp

doctorli_glasses.esp

Dogmeat Leather Armor - no crafting.esp

Female Winterized T51-B.esp

JillBSAA.esp

LeatherBackpack - eng.esp

Lookout Outfits.esp

Persona_and_Secret.esp

T3_leather armors.esp

_R_Tribals.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

LucyWestCompanion.esp

bittercup_comp.esp

outcast_comp.esp

Sydney Follower.esp

1PipboyPDA.esp

FleshBurningPlasma.esp

Fellout-pipboylight.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

EwwGhoulyBody.esp

FNNIguana - MMMRC6.esp

Sydney Follower - Load Order Fix.esp

sc_wp_luring_lucy.esp

sc_wp_arefu.esp

sc_toying_with_angela.esp

CUSTOM RACES.esp

DIM CUSTOM RACES V2.esp

QNeverclockVaultsuits.esp

QToadletVaultsuit.esp

Wasteland_Seductress.esp

FemaleBosPowerArmourv0.5.esp

FemaleOutcastPowerArmor.esp

SimpleEyePatch.esp

SPARTANVIprettygirls.esp

Lobotomized! 400.esp

Accurate Assault Rifles 1.2.esp

alienblasterammo.esp

Vault 89 (player home) V1-35.esp

Location 2 (Fort Constantine).esp

LeatherJacketBlack_eng.esp

Towers Hill.esp

Raider Bosses.esp

Home for the Weary.esp

Vagrant Armor.esp

3EFskewer.esp

Wasteland Gigolo.esp

Essential_Zeta_Allies.esp

AbandonedOutpostv1.2.esp

[DC Ranger ArmorsV2.2].esp

Barge.esp

Minor Game Fixes.esp

 

Raiders Bosses is a merge of the plugins included in the Raiders mod, and Minor Game Fixes is a merge of the Citadel Crane, Puppy Prevents Hire, Drone Cannon, General Chase Overcoat, Water Beggars Script, and Stop Insulting Me Outcasts fixes. All of these were in before the problem happened and had worked fine with Bittercup before, and the merges were only created after the problem appeared. Regardless, neither merge patches affect her whatsoever so they shouldn't be a problem.

 

Can someone tell me if they recognize the problem?

Edited by RuaDragonheart
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Open the CoCOA & Bittercup files in Tesnip (right click) in FOMM, and try to see if there are common grups in both if you find something about bittercup in COCOAA try delete it.

Or open it in GECK and watch for * (mod markers) to see what COCOAA changes.

 

anyway.

 

You have too many little mods goin together, they could cause conflicts because of there required files.

Try to merged simple armors and weapon mod together, you can do it in FOMM, by right clickin and opening them in Tesnip, there you can copy/paste, don't forget to keep backups of the original files before changin anything.

This trick allows you to overwrite existing files, to transform esp/1esm and create new esp/esm.

 

Sometimes It's best to create new file but remember that creating new file will reset the mods in your save (you'll have to search for jillbsaa outfit at the spawn location again for exemple) :

ex - Merge Dogmeat leather armor + Jillbsaa (my fav) BE CARREFULL OF GRUPS ( if you see same GRUP in both files you have to open them and paste in the same GRUP name ex: GRUP\arm\leather armor ==> GRUP\arm in the other file etc...) , then save as , new name, and till you got backups of the original files (in other directory than Fallout\data) you can delete Dogmeat.esp and JillBsaa from load order and check your new merged mod in load order.

Edited by MonsterMonkey
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