i11iya Posted November 19, 2016 Share Posted November 19, 2016 (edited) playing a lot with companion&npc mods.created several actors in-game.force recruting NPCs by console commands: prid ff00ff00removefromallfactionsff00ff00.addtofaction 1c21c 1setconsolescopequest followersSetrelationshiprank player 4Setplayerteammate 1Forcerefintoalias companion now have about 10 followers that I can't completely dismiss.my input for dismiss: prid ff00ff00setconsolescopequest followersremovefac 23c01removefromallfactionssetplayerteammate 0Setrelationshiprank player 1emptyrefalias companionemptyrefalias dogmeatcompanion they still running around my player character and I can't find how to completely dismiss them. please need suggestions. edit: typed "sqv followers" command. looked at REF COL - it has records of follower's ID in ActiveCompanions lines. how to remove them? Edited November 19, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
MasterMagnus Posted November 19, 2016 Share Posted November 19, 2016 PRID or click to select Companioncf "actor.setcompanion" false false Link to comment Share on other sites More sharing options...
i11iya Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) PRID or click to select Companioncf "actor.setcompanion" false falsethx for reply. this command accepted by console but don't work for me. they still followmaybe some kind of another script by mod causing this. I used Unlimited Companion Framework by Expired6978 to recruit NPC where author set "R" key for this. hey, @MasterMagnus where you get this command and what means "cf" function?! I can't find any information of this. is these scripts commands helpfull for in-game actor's control by console input:http://www.creationkit.com/fallout4/index.php?title=Special%3ASearch&profile=default&search=companion&fulltext=Search Edited November 26, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
MasterMagnus Posted November 26, 2016 Share Posted November 26, 2016 (edited) cf is CallFunctioncgf is CallGlobalFunctionThey allow you to run functions defined in scripts from the console. I have no idea where or if they are documented and I can't remember where I got the info. You can use them to call functions from the CK documentation too, if you address it all correctly and have the correct objects selected. Edited November 26, 2016 by MasterMagnus Link to comment Share on other sites More sharing options...
MasterMagnus Posted November 26, 2016 Share Posted November 26, 2016 Oh and to the point. Unlimited Companion Framework (which is a fantastic mod from what I hear), is almost certainly the source of your problems. I would try to 'dismiss' them or get them to not follow through the mods functions if at all possible. There is one other thing you can try. It is quite drastic and I'd consider it a last resort. PRID or Click the Actor to selectcf "Actor.Reset"OR to teleport the actor to you the playercf "Actor.Reset" Player I haven't tested those through the console, it may throw an error about "multiple scripts with the same function" or "No script found with that function" etc. You can also try cf "Reset" in that case. There is a way to do it, but you have to have the syntax just right. Chime back in here if that doesn't work and we can probably get a reset figured out. Some notes from the CK about Reset(): NotesThis function doesn't completely reset it to the esm like you might think. For instance, faction and relationship data isn't reset.If the actor is dead, disabled, and has no enable parent, Reset will enable it. Otherwise, it does not change the enable state of the actor. So if the actor was marked 'Initially Disabled', it won't be disabled by the Reset call.If the object being reset is not loaded, this optional parameter will do nothing, and the reset reference will be reset to it's editor location. Link to comment Share on other sites More sharing options...
i11iya Posted November 27, 2016 Author Share Posted November 27, 2016 (edited) @MasterMagnus, appreciated for good detailed response. very useful information for me. I'll give a try to your suggestions after resurrecting my FO4 from re-installing.it's so funny when you need to install a bunch of tweaks from good modding guys for Beth's games to fix them in proper way :smile: Edited November 27, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
MasterMagnus Posted December 2, 2016 Share Posted December 2, 2016 (edited) Found documentation on CF() CallFunction()http://www.creationkit.com/fallout4/index.php?title=CallFunction **EDIT**Here's CGF() CallGlobalFunction()http://www.creationkit.com/fallout4/index.php?title=CallGlobalFunction Oh wow found this also. This may be super handy.CQF() CallQuestFunction()http://www.creationkit.com/fallout4/index.php?title=CallQuestFunction Edited December 2, 2016 by MasterMagnus Link to comment Share on other sites More sharing options...
awbretire Posted November 4, 2018 Share Posted November 4, 2018 Same situation for me. I have Casey the DJ as a companion but can't get rid of her in favor of Piper. Piper responds that she wishes to tag along but I do not get the reassign current companion to another settlement dialog for Casey. Tried a few of the posted console commands to dismiss them and they did nothing as well. Link to comment Share on other sites More sharing options...
Zerglinged Posted June 13, 2020 Share Posted June 13, 2020 (edited) Inside unlimited companion framework there is a "companion module" holotape, inside there is an option for "dismiss ineligable companions" i used this and it worked for me. it dismisses all but 1 i believe then you can recruit who you want after that Edited June 13, 2020 by Zerglinged Link to comment Share on other sites More sharing options...
colin15523 Posted August 18, 2020 Share Posted August 18, 2020 or you can just start shooting. that works too. Link to comment Share on other sites More sharing options...
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