RuaDragonheart Posted August 30, 2011 Share Posted August 30, 2011 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. Link to comment Share on other sites More sharing options...
RuaDragonheart Posted September 1, 2011 Author Share Posted September 1, 2011 (edited) 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmHairPack.esmMart's Mutant Mod.esmFNNIguana.esmsc_lovers_resource.esmsc_wasteland_pimp.esmK2_CompLance.esmDarNifiedUIF3.esphair_add_npc.espFollowersRelax.espAReasonedArgument.espA Place to Stay in The Pitt.espA Place to Stay on Mothership Zeta.espA Place to Stay for Broken Steel.espA Place to Stay in Point Lookout.espK2_PlayWearClub.espMovinOnUp3.0.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espTailor Maid ZETA.espTailor Maid Black Retex.espShishkebabWithoutGlove.espMissingUniqueWeapons-Standard-BS+PL.esp3EFdrg.espdoctorli_glasses.espDogmeat Leather Armor - no crafting.espFemale Winterized T51-B.espJillBSAA.espLeatherBackpack - eng.espLookout Outfits.espPersona_and_Secret.espT3_leather armors.esp_R_Tribals.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espLucyWestCompanion.espbittercup_comp.espoutcast_comp.espSydney Follower.esp1PipboyPDA.espFleshBurningPlasma.espFellout-pipboylight.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espEwwGhoulyBody.espFNNIguana - MMMRC6.espSydney Follower - Load Order Fix.espsc_wp_luring_lucy.espsc_wp_arefu.espsc_toying_with_angela.espCUSTOM RACES.espDIM CUSTOM RACES V2.espQNeverclockVaultsuits.espQToadletVaultsuit.espWasteland_Seductress.espFemaleBosPowerArmourv0.5.espFemaleOutcastPowerArmor.espSimpleEyePatch.espSPARTANVIprettygirls.espLobotomized! 400.espAccurate Assault Rifles 1.2.espalienblasterammo.espVault 89 (player home) V1-35.espLocation 2 (Fort Constantine).espLeatherJacketBlack_eng.espTowers Hill.espRaider Bosses.espHome for the Weary.espVagrant Armor.esp3EFskewer.espWasteland Gigolo.espEssential_Zeta_Allies.espAbandonedOutpostv1.2.esp[DC Ranger ArmorsV2.2].espBarge.espMinor 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 September 1, 2011 by RuaDragonheart Link to comment Share on other sites More sharing options...
MonsterMonkey Posted September 1, 2011 Share Posted September 1, 2011 (edited) 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 September 1, 2011 by MonsterMonkey Link to comment Share on other sites More sharing options...
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