Fallout 4 unlimited companion framework ошибка
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- All games
- Fallout 4
- Mods
- Companions
- Unlimited Companion Framework
File information
Translations available on the Nexus
Language | Name |
---|---|
French Author: Aogara | Unlimited Companion Framework - FR |
Spanish Author: kittyowilder | Unlimited Companion Framework v1-1-0 - Spanish |
Mandarin Author: Broodahood | Chinese - Unlimited Companion Framework |
Turkish Author: LoRaS | Unlimited Companion Framework Turkish Translation |
Mandarin Author: SS000 | Unlimited Companion Framework Chinese translation |
German Author: darksoon001 | Unlimited Companion Framework (Deutsch) |
Last updated
Version 1.0.5
- Mod is now BA2 packed again, should actually work this time
- Potentially fixed Curie scene dismissing the wrong companion
- Version 3 to 4 upgrade should repair broken companions that aren't dismissable
- Added version upgrade message
Version 1.0.1
- Added globals for turning on/off companion ammo/armor consumption
- Added version control
- Mod now BA2 packed
Last updated
Created by
Both straight donations and premium membership donations accepted
Before you ask, YES, you can have a companion in addition to dogmeat and yes it supports Automatron and Far Harbour companions.
This mod essentially allows you to have as many companions as you want. The only catch is that you may only have actual companion dialogue with the first 15 companions, any additional companions may have generic dialogue sequences.
Removed the dogmeat replacement code where recruiting dogmeat will result in your previous companion being dismissed. Dogmeat does not count toward the 15 companions available for companion sequences.
Known issues:
-Certain quests may not trigger dialogue asking you to recruit them, but instead mention you already have someone
-Some companions may be barred from becoming a follower, this is actually a vanilla feature intended to prevent you from bringing someone when they're not meant to be brought
-If you recruit another follower sometimes the companion will trigger their dismissal comments to the other companion, however they do not actually leave-Cait will not be able to use her lock picking talent unless she is the first companion (Will look into)
KennyMcCormick315
KennyMcCormick315 wrote: Any idea how I can possibly get companions working again? This mod. quite some time ago. pretty much completely broke EVERYTHING. Companions I already had continued to work insofar as they did the thing as a companion, but under no circumstances would they leave, nor could new ones join. This has jumped across save files, across game versions, across mod versions. Uninstalling the mod is not an option, as the problem I'm having precludes me from performing the procedure therein and trying a 'cold turkey' uninstall gives me a black screen on startup. I run no other companion mods, script extender matches game executable version.
What's really frustrating is that the mod was working fine for quite some time, and when it was working, it was great. I had my personal army of pack mules following along like I did in New Vegas and it was awesome. Then, with the only change being 'I launched it the next day', it went haywire, and it's completely disabled companions ever since.
Is there any chance whatsoever to fix this without having to redownload 40-odd gigs of crap over a 3MB/s connection?
Kuschel-Drow wrote: complaining about 40GB on a 3MB connection? Talking about first world problems here.
For me, eversthing is working as intended, and I have otther companion mods installed as well. ^^"
complaining about 40GB on a 3MB connection? Talking about first world problems here.
Try Reddit if you want to be condescending, also, most third world countries have better internet than I do. Welcome to Rural America, where internet monopolies mean you're lucky to have something beyond dialup available at all and it's only ever through one company that treats you like absolute garbage.
Anyway, have you ever tried to re-initialize the whole thing via the companion module holotape you can craft at. uh I think it was the chemlab
Yes, and console commands. These idiots simply refuse to stop following me, nor can I hire on new idiots. I get no errors, no popups, and companions are so severely broken that entire DLCs are pretty much bricked(Automatron for sure, I can't hire ADA and you NEED her in the party to complete the DLC).
Someone else suggested something useful, so I'm going to try that. Their theory is that NMM is, as usual, being a pile of *censored* and not installing everything properly. So I'm going to manually install the mod and see if that kickstarts anything.
Edited by KennyMcCormick315, 07 January 2017 - 05:08 PM.
BeBeButerbub
Virus scan
Version 1.1.0
- Added error correction for primary script properties
This mod does not have any known dependencies other than the base game.
File credits
This author has not credited anyone else in this file
About this mod
Modifies vanilla scripts to allow for you to recruit any companion plus dogmeat, and up to 15 real companions, and an infinite number of normal companions.
Version 1.0.0
- Initial Release multi-companion, allows dogmeat as well
Version 1.0.9
- Added conflict detection to inform users something is wrong
- System will now reset when conflict is resolved
Author's instructions
Uploaded by
Both straight donations and premium membership donations accepted
Before you ask, YES, you can have a companion in addition to dogmeat and yes it supports Automatron and Far Harbour companions.
This mod essentially allows you to have as many companions as you want. The only catch is that you may only have actual companion dialogue with the first 15 companions, any additional companions may have generic dialogue sequences.
Removed the dogmeat replacement code where recruiting dogmeat will result in your previous companion being dismissed. Dogmeat does not count toward the 15 companions available for companion sequences.
Known issues:
-Certain quests may not trigger dialogue asking you to recruit them, but instead mention you already have someone
-Some companions may be barred from becoming a follower, this is actually a vanilla feature intended to prevent you from bringing someone when they're not meant to be brought
-If you recruit another follower sometimes the companion will trigger their dismissal comments to the other companion, however they do not actually leave-Cait will not be able to use her lock picking talent unless she is the first companion (Will look into)
Мод позволит вам нанимать любого компаньона плюс Псину, до 15 реальных компаньонов и бесконечное количество обычных компаньонов. (AI интеллект мод не затрагивает и не улучшает).
Обновление:1.1.0
- Исправлены ошибки в основных свойствах скрипта.
Обновление:1.0.8
- Удален пакет для компаньонов, который был удален и исправлен Bethesda в одном из последних обновлений игры, то есть компаньоны не могли вернуться в свои места жительства и застревали на месте.
- "Модуль компаньона" теперь можно изготовить на Химическом верстаке в разделе "Служебное".
Обновление:1.0.7
- Добавлена опция "Быстрая вербовка" (позволяет вербовать компаньонов, не разговаривая с ними, можно вкл/выкл через "Модуль компаньона")
- Добавлена опция "Быстрая вербовка только допустимых" (позволяет вербовать кого угодно без каких либо ограничений, можно вкл/выкл через "Модуль компаньона")
- Добавлена опция "Уволить неподходящих компаньонов" (отсеиваются все компаньоны, которые обычно не являются потенциальными компаньонами, можно вкл/выкл через "Модуль компаньона")
Подробнее:
- Прежде чем вы спросите, сразу ответ будет "да", вы можете иметь много компаньонов и псину одновременно, и да, мод поддерживает компаньонов роботов из DLC Automatron и компаньонов из DLC Far Harbour.
- Этот мод по сути позволяет иметь столько компаньонов, сколько вы хотите. Единственная загвоздка в том, что вы можете иметь актуальные диалоги только с первыми 15 компаньонами, любые дополнительные компаньоны будут иметь общие диалоги.
- Псина не будет засчитываться в общее количество 15 компаньонов, доступных для следования.
Настройки:
- В ваш Пип-бой (Предметы - Разное) добавится голодиск "Модуль компаньона" с настройками после установки мода, активируйте запись и можете настраивать параметры ИЛИ "Модуль компаньона" можно изготовить на Химическом верстаке в разделе "Служебное".
- Можно настроить "Количество боеприпасов" у компаньона.
- Можно настроить "Дистанцию следования" компаньона.
- Можно настроить неуязвимость Силовой брони компаньона.
- Опция "Быстрая вербовка" (позволяет вербовать компаньонов, не разговаривая с ними)
- Опция "Быстрая вербовка только допустимых" (позволяет вербовать кого угодно без ограничений)
- Опция "Уволить неподходящих компаньонов" (отсеиваются все компаньоны, которые обычно не являются потенциальными компаньонами)
Известные проблемы:
- Некоторые квесты могут не вызвать диалог о вербовке НПС, будет оповещение что у вас уже есть кто-то.
- Некоторые компаньоны могут быть отстранены от возможности стать компаньоном, это на самом деле особенность игры, которая предназначена для предотвращения найма тех, кто не предназначен для того чтобы быть нанятым.
- Если вы вербуете другого компаньона, иногда будет срабатывать просьба об увольнении предыдущего компаньона, однако фактически компаньон не будет уволен.
Требования:
Fallout 4
DLC Automatron (по желанию) - поддерживается
DLC Far Harbour (по желанию) - поддерживается
Установка:(можно вручную или через NMM менеджер)
Скачайте архив, берем из архива файлы EFF - Main.BA2, EFF - Textures.BA2, EFF.esp и кидаем в папку Data в игре.
Описание:
Автор таких модов как RaceMenuдля Skyrim и LooksMenu для Fallout 4 не перестает радовать игроков, на этот раз автор сделал безлимитную систему найма компаньонов в Содружестве! С данным модом будет возможность брать себе неограниченное количество компаньонов (AI интеллект мод не затрагивает и не улучшает).
Подробнее:
- Прежде чем вы спросите, сразу ответ будет "да", вы можете иметь много компаньонов и псину одновременно, и да, мод поддерживает компаньонов роботов из DLC Automatron и компаньонов из DLC Far Harbour.
- Этот мод по сути позволяет иметь столько компаньонов, сколько вы хотите. Единственная загвоздка в том, что вы можете иметь актуальные диалоги только с первыми 15 компаньонами, любые дополнительные компаньоны будут иметь общие диалоги.
- Псина не будет засчитываться в общее количество 15 компаньонов, доступных для следования.
Настройки:
- В ваш Пип-бой (Предметы - Разное) добавится голодиск с настройками после установки мода, активируйте запись и можете настраивать параметры.
- Можно настроить "количество боеприпасов" у компаньона.
- Можно настроить "Дистанцию следования" компаньона.
- Можно настроить неуязвимость Силовой брони компаньона.
Известные проблемы:
- Некоторые квесты могут не вызвать диалог о вербовке НПС, будет оповещение что у вас уже есть кто-то.
- Некоторые компаньоны могут быть отстранены от возможности стать компаньоном, это на самом деле особенность игры, которая предназначена для предотвращения найма тех, кто не предназначен для того чтобы быть нанятым.
- Если вы вербуете другого компаньона, иногда будет срабатывать просьба об увольнении предыдущего компаньона, однако фактически компаньон не будет уволен.
Требования:
Fallout 4
DLC Automatron (по желанию) - поддерживается
DLC Far Harbour (по желанию) - поддерживается
Установка:(можно вручную или через NMM менеджер)
- Скачайте архив, берем из архива файлы EFF - Main.BA2, EFF - Textures.BA2, EFF.esp и кидаем в папку Data в игре.
- Если устанавливаете вручную, то открыть файл plugins.txt по пути "C:\Users\%USERNAME%\AppData\Local\Fallout4\plugins.txt" и добавьте в него строку *EFF.esp
Download curated lists of mods easily, our "Collections" feature has entered Open Alpha. Check our wiki to get started.
- All games
- Fallout 4
- Mods
- Companions
- Unlimited Companion Framework
This mod does not have any known dependencies other than the base game.
Version 1.0.5
- Mod is now BA2 packed again, should actually work this time
- Potentially fixed Curie scene dismissing the wrong companion
- Version 3 to 4 upgrade should repair broken companions that aren't dismissable
- Added version upgrade message
Version 1.0.1
- Added globals for turning on/off companion ammo/armor consumption
- Added version control
- Mod now BA2 packed
About this mod
Modifies vanilla scripts to allow for you to recruit any companion plus dogmeat, and up to 15 real companions, and an infinite number of normal companions.
Original upload
Version 1.0.9
- Added conflict detection to inform users something is wrong
- System will now reset when conflict is resolved
Donation Points system
This mod is opted-in to receive Donation Points
- Turkish
- Spanish
- Mandarin
- German
- French
Uploaded by
Version 1.0.7
- Added Quick Recruit (Allows you to recruit companions without talking to them, can be toggled via Companion Module)
- Added Quick Recruit Eligible Only (Allows you to recruit anyone with no restriction, toggled via Companion Module)
- Added Dismiss Ineligible Companions (Dismisses any companions that are not normally potential companions, Invoked via Companion Module)
Original upload
Mods requiring this file
Mod name | Notes |
---|---|
Chinese - Unlimited Companion Framework | 【必须】主文件 |
Fatigues Extended - Military Outfits and Reinforcement Abilities | |
Fifty Loving Hearts (fifty companions) | |
Shaun Companion Fixes | To recruit Shaun |
Tina De Luca Adventures | 71 |
Unlimited Companion Framework (Deutsch) | Original Mod wird NICHT benötigt. |
Unlimited Companion Framework - FR | |
Unlimited Companion Framework Chinese translation | |
Unlimited Companion Framework Hotkey | |
Unlimited Companion Framework Turkish Translation | |
Unlimited Companion Framework v1-1-0 - Spanish | |
VAlkyrie AI Companion | (Not Required But Recommended Or use Any Companion Mod that EXtend Companion to Bring along with you)If you Want Your other Companion to Ride your None Powered armor After Delivered |
Vanguard's VIS-G and AWKCR Patches (and Menu patches too) | Adds VIS-G icons and AWKCR crafting options |
File information
Version 1.0.0
- Initial Release multi-companion, allows dogmeat as well
Translations available on the Nexus
Language | Name |
---|---|
French Author: Aogara | Unlimited Companion Framework - FR |
Spanish Author: kittyowilder | Unlimited Companion Framework v1-1-0 - Spanish |
Mandarin Author: Broodahood | Chinese - Unlimited Companion Framework |
Turkish Author: LoRaS | Unlimited Companion Framework Turkish Translation |
Mandarin Author: SS000 | Unlimited Companion Framework Chinese translation |
German Author: darksoon001 | Unlimited Companion Framework (Deutsch) |
Version 1.0.4
- Fixed player dialogue when commanding anyone but the first follower
- Add/Remove companion operation is now synchronized for potential multi-threaded operations
Version 1.0.8
- Removed package that was removed from companion stack in base game
- Companion Module can now be crafted at Chemistry station under Utilities
File credits
This author has not credited anyone else in this file
Tags for this mod
- Companion/Follower Friendly
- Companions/Followers
- Gameplay
- Cheating
- English
- Modder's Resource
- NPCs
- Xbox One version available
- PS4 version available
Version 1.0.2
- Improved loop speeds for dismissal, teleporting, and loitering
- Added upgrade code for version 1 to 2
Virus scan
Version 1.0.2
- Improved loop speeds for dismissal, teleporting, and loitering
- Added upgrade code for version 1 to 2
Version 1.0.3
- Fixed multi-companion Commands (e.g. Cait lockpicking)
Author's instructions
Version 1.0.4
- Fixed player dialogue when commanding anyone but the first follower
- Add/Remove companion operation is now synchronized for potential multi-threaded operations
Tags for this mod
- Companion/Follower Friendly
- Companions/Followers
- Gameplay
- Cheating
- English
- Modder's Resource
- NPCs
- Xbox One version available
- PS4 version available
Version 1.0.6
- Added settings holotape
- "Cheats" can now be enabled from the Pipboy holotape "Companion Module"
- Added update procedure for the newest version
- System can now be reset from the Companion Module holotape
Donation Points system
This mod is opted-in to receive Donation Points
- Turkish
- Spanish
- Mandarin
- German
- French
Created by
Mods requiring this file
Mod name | Notes |
---|---|
Chinese - Unlimited Companion Framework | 【必须】主文件 |
Fatigues Extended - Military Outfits and Reinforcement Abilities | |
Fifty Loving Hearts (fifty companions) | |
Shaun Companion Fixes | To recruit Shaun |
Tina De Luca Adventures | 71 |
Unlimited Companion Framework (Deutsch) | Original Mod wird NICHT benötigt. |
Unlimited Companion Framework - FR | |
Unlimited Companion Framework Chinese translation | |
Unlimited Companion Framework Hotkey | |
Unlimited Companion Framework Turkish Translation | |
Unlimited Companion Framework v1-1-0 - Spanish | |
VAlkyrie AI Companion | (Not Required But Recommended Or use Any Companion Mod that EXtend Companion to Bring along with you)If you Want Your other Companion to Ride your None Powered armor After Delivered |
Vanguard's VIS-G and AWKCR Patches (and Menu patches too) | Adds VIS-G icons and AWKCR crafting options |
Version 1.1.0
- Added error correction for primary script properties
Version 1.0.8
- Removed package that was removed from companion stack in base game
- Companion Module can now be crafted at Chemistry station under Utilities
Version 1.0.6
- Added settings holotape
- "Cheats" can now be enabled from the Pipboy holotape "Companion Module"
- Added update procedure for the newest version
- System can now be reset from the Companion Module holotape
Version 1.0.3
- Fixed multi-companion Commands (e.g. Cait lockpicking)
Version 1.0.7
- Added Quick Recruit (Allows you to recruit companions without talking to them, can be toggled via Companion Module)
- Added Quick Recruit Eligible Only (Allows you to recruit anyone with no restriction, toggled via Companion Module)
- Added Dismiss Ineligible Companions (Dismisses any companions that are not normally potential companions, Invoked via Companion Module)
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