Transient3292 Posted September 12, 2017 Share Posted September 12, 2017 I've been looking at the mods that allow multiple companions, and am wondering which one everyone finds most reliable. the one with most endorsements has a sticky saying it's broken and no longer updated. I really just want to have 2 followers, and I also don't have any modded followers at the moment. all of them have reports of bugs of some sort, but I know that is to be expected with so many different load orders. any input is greatly appreciated. Link to comment Share on other sites More sharing options...
fftfan Posted September 12, 2017 Share Posted September 12, 2017 I'm trying out this one. Haven't used it all that much yet but it seems okay so far. I used it as a shortcut to try out using custom settlement guards who are legendaries and have custom stat power armor. I'm new to CK so haven't tried adding preset legendary weapons to them yet, the other part is making these legendary weapons non-lootable since they're OP like Two shot Gatling lasers and two shot Gauss rifle. It's for adding actual guards in the Nuka World settlement raiding rather than level 1 Militiamen to make it challenging for an endgame player character who is at least level 50, has beaten most quests and has a decent legendary weapon. These guards are scaled to the player with a min level of 60 and have locked fusion cores. I might make them replace the Militiamen, don't know yet. Link to comment Share on other sites More sharing options...
Deleted3082751User Posted September 12, 2017 Share Posted September 12, 2017 (edited) unlimited companion framework --> https://www.nexusmods.com/fallout4/mods/11829/? <-- been using it for about year without issues, and it does exactly what it says on the tin i usually have about 3 other companions (Cait, MaCcready and Strong) in the entire time i have used it Edited September 12, 2017 by Guest Link to comment Share on other sites More sharing options...
Transient3292 Posted September 12, 2017 Author Share Posted September 12, 2017 thanks for the reply, I've been leaning towards using this , I try to read every bit of information that I can find before installing mods like these Link to comment Share on other sites More sharing options...
Deleted3082751User Posted September 12, 2017 Share Posted September 12, 2017 (edited) welcome. yea thats the best way to do it :smile: mods with scripts are very risky if done wrong. Edited September 12, 2017 by Guest Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted September 13, 2017 Share Posted September 13, 2017 welcome. yea thats the best way to do it :smile: mods with scripts are very risky if done wrong.And it's always good to have a nice clean save from just prior to installation, just in case you needing to go back. =) Link to comment Share on other sites More sharing options...
ThoraldGM Posted September 13, 2017 Share Posted September 13, 2017 UCF is great. The same modder made Extensible Follower Framework for Skyrim. Combined with NPCs Travel, I can recruit randoms I pass on the road, then dismiss them after short missions. Minutemen patrols, scavengers, etc. Covering the same old ground with a revolving door of mercenaries makes each trip a unique experience. Or add an Alternate Start mod too for lots of fresh playthrough combos. My settlers didn't like when I returned with a pack of glowing alpha mongrels under my command, but it was fun tearing up the Commonwealth as a dog lord (WotC on low/med spawns). I had to reload a save on that one, so maybe don't recruit hostiles. I have recruited the occasional raider through sniper scope, but ditched them before returning home. Heather Casdin and Piper have extra dialogue toward each other when traveling together. I use all of these plus UCF without problems. 150+ mods. Link to comment Share on other sites More sharing options...
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