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More than 2 buddies at a time?


Vindicore

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Jericho's death script includes these lines:

 

set Followers.PlayerHasFollower to 0
set Followers.JerichoHired to 0

So try typing in console "set Followers.PlayerHasFollower to 0". That may trick the game into letting you get another follower.

 

Also, Jedininj-whatever, try using the console command "set Followers.JerichoHired to 1" and see if Jericho acts like a proper follower again. Just a hunch, don't forget to save first in case it doesn't work out. :wink: (I don't recommend people who haven't hired him trying to do this, however. It would probably confuse the crap out of the game.)

 

Those aren't valid console commands :(

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Educated guess here. Try setgs as command for those settings.

 

 

In a post earlier someone mentioned killing dogmeat .

 

What if you already set the lil *censored* to essential ? What is the command to remove the essential flag?

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setessential 006a7721 1

 

Sets Dogmeat to essential, changing the 1 to 0 at the end should reverse the process.

 

 

 

Edit: setgs command for attempting to get followers does NOT work either v.v Would be nice if we could figure out how to get the damn game to allow more than one damn follower. Maybe by finding the damn code that limits the followers to only one we may be able to get as many as we want. Problem is finding it without a CS :(

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Yep, 1 turns on the essential flag and 0 turns it off.

 

It's quite a shame that the game is limited to one companion. I think they were worried about it being too easy...But for many people, Fallout 1 and 2 were about having a big party following you so that you could use good AP strategy. I loved having my band in the vehicle in Fallout 1 and just journeying across the wastes and getting into random encounters for loot.

 

But for now, I'm quite satisfied with having 2 fully interactive companions (do the resetquest trick I mentioned on the last page) + dogmeat + the various followers in the game kitted out with gear. Yeah, you can't tell Sidney what to wear in a conversation but I did it anyway via the console by finding the item ids for my gear, removing her default gear, removing the new items from myself and adding them to her.

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In regards to opening up slots to kill Dogmeat and thus gain another slot... How many slots can be freed up in this fashion? Could, with ritual dogmeat sacrifices, one recuit all of the companions?
Yup. Killing Dogmeat sets the toggle "PlayerHasFollower" to 0. Thing is, Dogmeat can be recruited when PlayerHasFollower is already at 1. At the moment, killing Dogmeat seems to be the easiest way to get additional followers.

 

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To make it even easier, I whipped up a couple batch files for you guys.

 

Extract directly into your "Fallout3\" directory, NOT the "Fallout3\Data\" directory. These are console-run batch files and reside in the same directory as the executable. Then, when ingame, do the following: (You'll need Dogmeat, of course.)

 

(Note, make sure to click on Dogmeat to select him before running the batch files. His name and ID should appear at the top of the screen when you do.)

  1. Find someone you can't hire because you have too many companions.
  2. Look at Dogmeat. Open console ("~" key), click on Dogmeat to select him, type "bat killdogmeat". Ignore the heartrending squeal of death. (He'll be back in a second.)
  3. You should get a message "Dogmeat has died." When you do, "PlayerHasFollower" has just been set to 0.
  4. Hire the previously unhireable companion.
  5. Look at Dogmeat's corpse. Open console, click on Dogmeat to select him, type "bat resdogmeat". Now talk to Dogmeat and he'll be right back by your side. :happy:

Consider it Dogmeat's clever "playing dead" trick. Dogmeat acts like he's dead to fool the companion into joining, and then you act out the finding Dogmeat conversation to avoid rousing any suspicion. :wink:

 

 

Also included are two more batch scripts, "bat protectdogmeat" and "bat unprotectdogmeat". These turn on and off his essential status, so you don't have to remember his FormID or write it down somewhere. :happy: The "bat killdogmeat" script automatically sets him as unessential before killing him, so if you use "bat killdogmeat", you'll need to use "bat protectdogmeat" again once he's resurrected. (If you want him to be essential.)

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I was also looking at making a couple batch scripts to increase Dogmeat's attack damage. I could probably release those if you guys would like them. Hell, maybe I should just make it an official mod release.

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Have you ever wanted to see what happens when a pack of 50 dogmeats all under my command attacks Paradise Falls?

 

(picture is big)

http://img155.imageshack.us/img155/4514/dogmeatsaw1.jpg

 

 

(also starring but not easily visible: Star Paladin Cross, Clover, Charon, RL-3, Sidney)

 

This test revealed to me that the game actually has a "YOU HAVE TOO MANY COMPANIONS MESSAGE" but this didn't happen until I had over 50 actual companions :)

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Omnimmotus, you are a gentleman and a scholar. I'm off to recruit Dogmeat and then see about putting together my crack squad of settlement guardians. Thank you again.

That's the second time someone has said that to me recently. Hmm, odd. :happy:

 

In any case, you are very welcome. Truly, Dogmeat is Vault-Man's Best Friend. (Man used in the non-gender-specific form.) Funny how only the assistance of a dog can provide you with the influence to lead a team of people. :smile:

 

Have you ever wanted to see what happens when a pack of 50 dogmeats all under my command attacks Paradise Falls?

 

(picture is big)

 

 

(also starring but not easily visible: Star Paladin Cross, Clover, Charon, RL-3, Sidney)

 

This test revealed to me that the game actually has a "YOU HAVE TOO MANY COMPANIONS MESSAGE" but this didn't happen until I had over 50 actual companions :)

I was having a little bit of fun with that myself. Image:

http://www.fallout3nexus.com/imageshare/image.php?id=449

I didn't go anywhere near 50 though, only 5. That's pretty absurd looking. I love it. ;D

 

One thing that annoyed me is that they all seemed to follow me in a line, as opposed to in a pack. Not sure why that was, but it seems to be true for you as well. (May have to do with all sharing the same follow distance?) In any case, a likely maximum companion number would be 64. Bethesda obviously added a safeguard of some sort, possibly to protect it from expanding beyond the value's memory space and causing either glitches or crashes. Just speculation, though.

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