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I have JIP Companions Command and Control and three companions but one of them is just standing there and not following me.


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I have 3 companions which are shown on the left with JIP CC. First I had Jericho and sergeant RL-3 from fallout 3 then I got, Charon, a canon ghoul companion and Jericho stopped following me. I can still fast travel with him coming with me if he's next to me and it says F on the left as I have told him to follow me but hes just standing there. The other two are following me fine. I have unlimited companions enabled and TTW. I'd really appreciate it if someone helped me with this Jericho is my main dude.

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
FalloutNV_lang.esp
YUPTTW.esm
The Mod Configuration Menu.esp
NevadaSkies - Basic Edition.esp
NevadaSkies - Blueberry Nights.esp
NevadaSkies - TTW Edition.esp
NevadaSkies - Ultimate DLC Edition.esp
NevadaSkies.esm
SomeguySeries.esm
LVL99PEL.esp
More Perks Update.esp
More Perks.esm
More Traits Update.esp
More Traits.esm
More Perks for Companions Update.esp
More Perks for Companions.esm
More Perks for Dead Money Update.esp
More Perks for Dead Money.esm
More Perks for Honest Hearts Update.esp
More Perks for Honest Hearts.esm
More Perks for Old World Blues Update.esp
More Perks for Old World Blues.esm
NewVegasBounties.esp
NewVegasBountiesII.esp
NewVegasBountiesIII.esp
5 Level SPECIALs.esp
Sexout.esm
SexoutAnimManagement.esp
SexoutPosNew.esp
SexoutSlavery.esm
SmallerTalk.esp
SexoutFadeToBlack.esp
SexoutCommonResources.esm
SunnyCompanion.esp
SexoutTryout.esm
SexoutWorkingGirl.esp
JIP Companions Command & Control.esp
NVWillow.esp
SexoutWillow.esp
VanessaFollowerNV.esm
sexoutVanessa.esp
SexoutConsequences.esp
SexoutTTWEncounters.esp
FalloutTTWquestoverhaul.esp
MikotoBeauty.esm
MikotoBeauty.esp
Veronica.esp
Lings.esm
LingsPrettyThings.esp
populatedcasino.esp
Character Creation Plus.esp
Weapon Mod Expansion.esm
WME - GRA - All Weapons.esp
WME - GRA - Arenovalis.esp
WME - GRA - Complete.esp
WME - GRA - Just Guns.esp
WME - GRA - Unique Integration.esp
WME - GRA - Vendor Reform.esp
WME - GRA - Weapon Integration.esp
WME - GRA.esm
WME - DLCs Arenovalis.esp
WME - DLCs.esm
WME - DLCs.esp
Weapon Mod Expansion.esp
WMX-EVE-AllDLCMerged.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
WMX-POPMerged.esp
EVE FNV - ALL DLC.esp
EVE FNV - ALL DLC - TIS Disabled.esp
The Weapon Mod Menu.esp
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
LootMenu.esp
FafnirUniqueTTWOverhaul.esp
SexoutKennelShow.esp
SexoutCompanions.esp
SexoutKennel.esp
FCO - NPC Changes.esp
FCOMaster.esm
FCO - Race Addon.esp
delilah.esp
Russell.esp
Karmic Balance.esp
AutoLootEnhanced.esp
FCO - Delilah.esp
FCO - GlowingOne.esp
FCO - OHSB NPC Edits.esp
FCO - Roberts Patch.esp
FCO - Russell.esp
FCO - Willow (Cazy).esp
FCO - Willow.esp
JSawyer Ultimate.esp
JSawyer Ultimate - GRA Merged.esp
Project Nevada - All DLC.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Extra Options.esm
Project Nevada - Rebalance Complete.esp
TypeN_TTW.esp
TTW FO3&NV&DLC Killable Children.esp
Limitless Stats.esp
SexoutLust - anyHUD.esp
SexoutSex.esp
SexoutTryoutResistanceClean.esp
TTWQO Additions and Patch.esp

plz help

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If a companion is just "standing there" it means they have a problem with: 1) broken navmeshing, 2) no AI package for the situation, 3) no orders that apply, or 4) some conflict is breaking things.

 

TTW is a port of FO3 to the FNV game engine. Which means mods written for FO3 may not work the same in TTW. Each companion is it's own mod, so the others may work fine while this Jericho's scripting can't cope.

 

All of that said, the first thing you need to fix is your "load order". That one is just plain wrong. Getting it correct may be all you need to get Jericho working again.

 

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

We REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files. With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

You have to get a stable FNV setup before you can add TTW. Then you have to check the TTW FAQ Forum for both the "Recommended Mods for 3.2.x" and "Mods Incompatible with 3.2+" threads as well as the FAQ page.

-Dubious-

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If a companion is just "standing there" it means they have a problem with: 1) broken navmeshing, 2) no AI package for the situation, 3) no orders that apply, or 4) some conflict is breaking things.

 

TTW is a port of FO3 to the FNV game engine. Which means mods written for FO3 may not work the same in TTW. Each companion is it's own mod, so the others may work fine while this Jericho's scripting can't cope.

 

All of that said, the first thing you need to fix is your "load order". That one is just plain wrong. Getting it correct may be all you need to get Jericho working again.

 

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

 

We REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files. With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

 

You have to get a stable FNV setup before you can add TTW. Then you have to check the TTW FAQ Forum for both the "Recommended Mods for 3.2.x" and "Mods Incompatible with 3.2+" threads as well as the FAQ page.

 

-Dubious-

 

Thank you for your reply. I'm using mod organiser 2 which tells me if theres a missing master and which files overwrite which other files. If there is a missing master and error come up and tells me which esms are missing. All three companions still fast travel with me when they are all near me. Also JIP allows my companions to draw their weapo when i do but Jericho doesn't go into stealth when I do or crouch when i do. I can still talk to him and give him commands an dtrade equipment. The people on the Mod Organiser discord have told me that you are not supposed to use LOOT with ttw becaus eit messing some stuff up. Even if you try to open LOOT all the mods don't show up because mod organiser has a loot.exe which it comes with which you have to run from the modorganiser.exe and it is greyed out. Are you sure that the load order is the issue? What else could I try?

 

Also TTW turns the fallout 3 game into a mod for New Vegas (kinda) so the main game engine is still new vegas allowing most mods that work with new vegas to work. The list on the site is very out dated and has some mods that haave been discountinued and doesn't include many mods which state in their description page that they are for use with TTW. I've been told by people who use TTW that the best way to check compatibility with TTW is to just try out the game and see if it works. Where is the logs stored?

 

Edit: I have moved all the esms and esps to the top in the order that you suggested but I'm still getting the same error.

Edited by qwertyasdfghzxcvbn12345678
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Do you have any evidence that your Jericho mod is compatible with TTW? So far, everything you have presented indicates the issue is with that mod alone.

 

As I use neither TTW nor MO2, I'm not going to argue with the advice you are getting from "people" commenting on those sites. That doesn't stop me from making some general comments of my own, which (as always) you can ignore completely.

 

"Load order" is ALWAYS an issue. It is just not always the only one, but it is fundamental. You have to resolve each and every "problem" to get a stable game.

 

1. "People" have all sorts of differences in expertise in different areas. Always consider "who" is presenting any given bit of advice. Check their track record with previous success.

 

2. Last I knew, MO2 had the ability to configure "tools" to work within it. LOOT is such an external, third-party "tool" and if it "came with MO2" (which would surprise me, but anything is possible; sure they don't mean "pre-configured for"?) then it should be able to be configured to use the newer version. If the menu button is greyed out, then it is not configured properly (most likely installed in an unexpected location or not installed at all). Check MO2 documentation on how to configure third-party "tools".

 

3. LOOT works by examining the file headers and determining which plugins are dependent upon other plugins. (It does this reliably, especially for basic things such as ESM and ESP and "ESM flagged ESP" files.) It then uses information provided by users in it's "master file" to settle some arbitrary "equivalences" it has made as to which should precede others. Where that information has not been provided, you can make your own determinations and make them stick (as documented in the "metadata" instructions). So when I see people say it's "messing things up" it indicates to me that 1) no one has contributed the information to the "master file", and 2) "people" haven't bothered to determine what is actually needed. If someone can manually configure the game to use a correct "load order", then they can configure LOOT (either by submitting the information to the "master list" or locally configuring it's "metadata") to do so as well. The real issue is if they take the time to do so.

 

Regardless, if you are going to manually arrange your "load order", then you have to work out all the same "rules" that LOOT uses to determine which files go in which order. Simply saying "all ESMs go first" is a generalization (in which "ESM flagged ESP" files are lumped in with those having an ESM file extension). Among those ESMs, some need to precede others. That requires determining "dependencies", as in anything which a plugin is overriding a record from another plugin has to come after (lower down/higher numbered position) than the record being replaced. Just "installing and hoping" without sorting is likely to cause problems simply due to the wrong load order even though the plugins are otherwise fully compatible with TTW. (FNV looks at the "file modified" date/time stamp to determine "load order". LOOT changes those date/time stamps to change the "sort" order.)

 

4. LOOT works on the files it finds in the "Data" folder. MO2 works from the concept of an "empty "Data" folder, which only gets populated with "symlinks" to the actual files when a profile is selected. If LOOT is not seeing some files, it's because they do not have their "symlinks" in the "Data" folder. Due to the way in which MO arranges some types of files in different folders, you need to read it's documentation to determine why particular files are not showing up in "Data".

 

5. You need to be careful as to which version of TTW you are referencing and look at for information. The previous version of TTW (v2.9.4b) information was lost when the site got attacked. The only way to obtain that information is from the "Internet Archive Project WayBack" archive pages. Here is the link to that FAQ page.

 

The latest version of TTW is "v3.2.1". The current web site contains the FAQ for that version, with linked pages for "Compatible" and "Incompatible" mods. Last I knew, they have not added anything from the old site to the new one. I'm not clear as to what is supposedly "outdated" by those lists on the new site. That they do not list all mods which are/are not compatible is a matter of people providing the information. It seems to me to be a bit much to expect the TTW team to maintain the mod AND to test all possible mods for compatibility.

 

6. "Log files" are usually found in the "install folder" of the tool in question, or possibly in a dedicated "logs" folder. For games, it tends to be the "root folder" where the game is installed (e.g. "steamapps\common\Fallout New Vegas"), which is the case for FNV and TTW. Another place to check is the "Users\<accountname>\Documents\My Games\<game>" folder.

 

-Dubious-

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Do you have any evidence that your Jericho mod is compatible with TTW? So far, everything you have presented indicates the issue is with that mod alone.

 

As I use neither TTW nor MO2, I'm not going to argue with the advice you are getting from "people" commenting on those sites. That doesn't stop me from making some general comments of my own, which (as always) you can ignore completely.

 

"Load order" is ALWAYS an issue. It is just not always the only one, but it is fundamental. You have to resolve each and every "problem" to get a stable game.

 

1. "People" have all sorts of differences in expertise in different areas. Always consider "who" is presenting any given bit of advice. Check their track record with previous success.

 

2. Last I knew, MO2 had the ability to configure "tools" to work within it. LOOT is such an external, third-party "tool" and if it "came with MO2" (which would surprise me, but anything is possible; sure they don't mean "pre-configured for"?) then it should be able to be configured to use the newer version. If the menu button is greyed out, then it is not configured properly (most likely installed in an unexpected location or not installed at all). Check MO2 documentation on how to configure third-party "tools".

 

3. LOOT works by examining the file headers and determining which plugins are dependent upon other plugins. (It does this reliably, especially for basic things such as ESM and ESP and "ESM flagged ESP" files.) It then uses information provided by users in it's "master file" to settle some arbitrary "equivalences" it has made as to which should precede others. Where that information has not been provided, you can make your own determinations and make them stick (as documented in the "metadata" instructions). So when I see people say it's "messing things up" it indicates to me that 1) no one has contributed the information to the "master file", and 2) "people" haven't bothered to determine what is actually needed. If someone can manually configure the game to use a correct "load order", then they can configure LOOT (either by submitting the information to the "master list" or locally configuring it's "metadata") to do so as well. The real issue is if they take the time to do so.

 

Regardless, if you are going to manually arrange your "load order", then you have to work out all the same "rules" that LOOT uses to determine which files go in which order. Simply saying "all ESMs go first" is a generalization (in which "ESM flagged ESP" files are lumped in with those having an ESM file extension). Among those ESMs, some need to precede others. That requires determining "dependencies", as in anything which a plugin is overriding a record from another plugin has to come after (lower down/higher numbered position) than the record being replaced. Just "installing and hoping" without sorting is likely to cause problems simply due to the wrong load order even though the plugins are otherwise fully compatible with TTW. (FNV looks at the "file modified" date/time stamp to determine "load order". LOOT changes those date/time stamps to change the "sort" order.)

 

4. LOOT works on the files it finds in the "Data" folder. MO2 works from the concept of an "empty "Data" folder, which only gets populated with "symlinks" to the actual files when a profile is selected. If LOOT is not seeing some files, it's because they do not have their "symlinks" in the "Data" folder. Due to the way in which MO arranges some types of files in different folders, you need to read it's documentation to determine why particular files are not showing up in "Data".

 

5. You need to be careful as to which version of TTW you are referencing and look at for information. The previous version of TTW (v2.9.4b) information was lost when the site got attacked. The only way to obtain that information is from the "Internet Archive Project WayBack" archive pages. Here is the link to that FAQ page.

 

The latest version of TTW is "v3.2.1". The current web site contains the FAQ for that version, with linked pages for "Compatible" and "Incompatible" mods. Last I knew, they have not added anything from the old site to the new one. I'm not clear as to what is supposedly "outdated" by those lists on the new site. That they do not list all mods which are/are not compatible is a matter of people providing the information. It seems to me to be a bit much to expect the TTW team to maintain the mod AND to test all possible mods for compatibility.

 

6. "Log files" are usually found in the "install folder" of the tool in question, or possibly in a dedicated "logs" folder. For games, it tends to be the "root folder" where the game is installed (e.g. "steamapps\common\Fallout New Vegas"), which is the case for FNV and TTW. Another place to check is the "Users\<accountname>\Documents\My Games\<game>" folder.

 

-Dubious-

 

Cheers for the help man I just want to get this sorted. There is no Jericho mod Jericho is a companion that comes with the base game of fallout 3. On the TTW website forums some people are experiencing weird crashes whenever LOOT is used and recommend that you sort your load order manually. If there is an issue with the load order that is obvious MO2 pops up an error and doesn't let you start the game. So maybe it is a load order issue and then I'll sort it through but I just wanted to know what else it could be. I've talked with the MO2 people on their discord when I was having issues with MO2 and I heard about it having loot with it there. "LOOT should be automatically added to the list of executables in Mod Organizer." There might be a way for me to open loot through mo2 with some jiggering, I'm trying that now. I definitely don't expect the TTW people to maintain their mod for free and check mod incompatibilities at the same time, but from personal experience most mods for fallout new vegas work with ttw. This is also stated in their FAQ. Do you want me so send you the logs?

 

Edit: I got LOOT to run through Mod Organiser 2 and all my mods show up. I've let it run but I still get the same issue. I think the issue is with JIP commands and control working with the fallout 3 companions or recognising the more than two fallout 3 companions. I'm going to try and get an infinite companion mod specfically for ttw or fallout 3 and see if that helps.

 

Edit2:In the description of JIP CC it says that it should work with TTW and it was tbf until i got the third companion, Jericho. His face is still turning up on the left and I can still give him commands and talk to him but he never moves. When he is near me and I fast travel he still comes with me. I have TTW and I only have fallout 3 canon companions. I had two companions including Jericho and everything was working great but when I got a third companion He stopped following me. He doesn't crouch when I do or take out his weapon when I do either, unlike the other two. I'll be here refreshing...

Edited by qwertyasdfghzxcvbn12345678
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I never played FO3, and haven't gotten to TTW as yet, but I do know that FNV vanilla only permits one "humanoid" and one "non-humanoid" companion (e.g. "Rex"or "ED-E") at a time even among the basic game companions. This sounds like there is some similar restriction in TTW unless you add a mod permitting more companions. (The limitation was to avoid overloading the console game processing.) So either restrict your companions to two, or try adding a mod that let's you have more, first. (With the latest additional information, I expect this to be your problem.)

 

Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article.

"NVAC - New Vegas AntiCrash" error log entries are described on the "Description" page. This an important log for "in-game" errors. Some are intended to assist mod authors; while others are there to help "you, the player" trying to resolve a problem. You are interested in the entries which are NOT automatically handled successfully by NVAC. Key entries to look for are the following "letter codes":
* "h" entries are exceptions identified Heuristically by NVAC's "global" exception handler, sometimes handled unsuccessfully.
* "m" entries are "Middle of nowhere" exceptions, sometimes handled unsuccessfully.
* "ñ" entries are Null instruction exceptions, sometimes handled unsuccessfully.
* "n" entries are Null pointer call exceptions, sometimes handled unsuccessfully.
* "o" entries are stack Overflow exceptions, usually handled unsuccessfully.
* "q" entries are program self-termination information; these are effectively crashes.
* "u" entries are Unhandled exceptions reported from the Unhandled Exception Filter; these are crashes (and the NVAC author wants to hear about them).
* "v" entries are unhandled exceptions reported by NVAC's "global" exception handler; these are crashes.
* "w" entries are informative, relaying exception information as it passes through New Vegas's final exception handler.
* "x" entries are critical errors in Windows exception data; these entries should never occur.
* ":" entries are output from OutputDebugString calls.
* ";" entries are output from the game's own error checking.
Other codes may be of interest, but are not things the player is likely to be able to resolve, They are useful for informing the author of the mod to aid them in fixing their plugin. In particular, pass along the
* "_" entries are informative, relaying that NVAC was loaded and the base address of various DLLs
* "!" entries are informative, relaying human-readable text for the user entries.
Any error codes found in the log but not listed on the mod "Description" page should be reported to the NVAC comments page.

NVSE has it's own error logs. Similarly you are only interested in those reporting "errors". You can ignore any "Warnings".

 

-Dubious-

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You have a problem that should not exist with a "vanilla" character. The most likely cause is a mod conflict, which manifests as "things not working correctly". So it is not a matter of "it is supposed to permit this", but rather one of "what is not being allowed and under what circumstances does that happen?" Various experiments need to be tried to determine those circumstances.

 

Getting the load order sorted correctly is a first step. What does that look like now?

 

Have you tried using Jericho as only one of two companions? Does it work correctly in that instance (i.e. crouch or draw weapon as the Player does)? Does the problem then apply only to the third companion, or does it stick to Jericho after you add a third? How about if you use three different companions? (Your initial report indicated the problem with Jericho only occurred after you added "Charon". I want to confirm the issue is confined to Jericho and not merely to the "second" after adding a "third companion".

 

-Dubious-

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I fired Jericho and rehired him then I fired them all and rehired them in different orders but the problem persists with Jericho in all scenarios. Also I have an issue that the game crashes whenever I exit game even from the main menu. But then i just use task manager to end the process so it hasn't been an issue. I just thought youbshould know. I might just do a clean install of all my mods. :(

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Just confirming: So the conclusion is that the problem exists solely with Jericho? None of the others have problems regardless of the order in which you hire them until you get three at once or add Jericho to the mix with others, and it is still only he who won't work correctly?

 

Have you tried hiring just Jericho and another companion without JIP CC&C to determine if the issue is specific to that mod? If the problem doesn't exist without JIP CC&C, then that points to an issue with that mod. Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before reinstalling it and resuming play, even once you go back to a previous save. If the problem persists, then take it to the mod comments page.

 

As for the "exit crash", do you have "New Vegas Anti-Crash (NVAC)" installed? That is a problem with the vanilla game that mod specifically was created to resolve. Please see the 'Essentials for Getting Started', 'Towards Game Stability', and the 'Common Game Problems' sections (at a minimum) of the wiki "FNV General Mod Use Advice" article for other stability solutions you may be missing.

If you do decide to try a clean install, take care with the sequence in which you install them. TEST between each added mod. That does take longer, but will enable you to be certain which mod is causing a problem. See the 'Testing' section of the same article.

 

-Dubious-

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