I've been aware of this since the release of UFO4P - I even ended up contacting them about an error they made when they first implemented the patch. You can also see this on their forum, where they cover the mods made obsolete by the UFO4P. I've been debating either hiding this mod or more openly disclosing this fact in the description, but I always came to the conclusion that some people don't use the UFO4P and never get around to doing anything. I'll probably end up hiding this mod in the coming weeks once I get around to sorting out all of my current mods.
Regardless, I appreciate you checking this and letting me know - I'm sorry I didn't put up a disclaimer sooner.
It only took me a few years, but I finally got around to updating the mod. All it does is add the AbMagLiveLoveCompanionPerks spell to the external DogmeatCompanion and ActiveCompanions aliases. Dogmeat is forced into the DogmeatCompanion alias while he is following you, and all other companions should be forced into the ActiveCompanions alias when they first follow you. So, unless another mod breaks those aliases (in which case you have bigger problems), this mod should be compatible with all other mods.
This can be done without any scripts or editing any forms from the base game, and the mod is a light-plugin (which doesn't contribute to your load-order), so you should be able to safely install this mod, place it anywhere in your load-order, and forget about it.
For some reason this turns Preston Garvey white. I have about 60 add-ons installed and narrowed the problem down to this specific mod. When I disable it he goes back to normal.
This would be caused due to a conflict between mods. I'm guessing that you have another mod installed that also edits Preston's Non-Player Character (Actor) form and you've got my mod lower in your load order. If you link me to all of your mods that edit Preston I can determine what one it is and patch it. If you'd prefer not to post that information here feel free to PM me.
Getting the same issue here. only mods i could think of that alter him for me are "we are the minutemen" which is a minutmen overhaul, and "arbitration" which is a ai mod that might have altered him. Cant really use this until that is fixed
I'll have a look at it when I get some time. I'll probably drop support for this mod when 1.5 comes out of beta, considering this mod is made obsolete by the UFO4P.
yeah, i ended up here actually because i don't like alot of the changes they make, too many are just tweaks and not bug fixes, to pad the list on the page. Don't get me wrong it does alot of good, but this was the main thing i wanted to see fixed, not unnecessarily altering things like scavenger ai.
If you drop support for this mod i would understand though, do what you think is worth your time
Honestly at this point I'm not sure, I'll do some more testing when I get some free time. There's no harm done by installing the mod and only using the bat file if you notice that it's not having any effect on Curie. For example if you pick up the magazine Live & Love #3 Trim the Fat and notice that Curie's carry weight is still only 150 (whereas it should be increased by 10 to 160) then the mod isn't effecting Curie and you're best off running the bat file.
The easiest way is to take a look in FO4Edit. There's a form located in "Fallout4.esm -> Non-Player Character (Actor)" that covers companions base stats and whatever effects they're given. From there you can go to "Fallout4.esm -> Perk" or "Fallout4.esm -> Spell" to have a look at perks or actor effects in greater detail, etc. "Fallout4.esm -> Magic Effect" may also have some information if whatever you're looking for in "Fallout4.esm -> Spell" references it. These aren't the only sections with relevant information, but I find them the most interesting. The FormID at the end will tell you where to look for more details. For example every companion (except Curie, it's a vanilla bug) has the Perk "CompanionInspirational "Inspirational" [PERK:001D33D7]", if you want more information on that then you would look under "Fallout4.esm -> Perk" and look for the FormID 001D33D7.
I should also add that you can check their stats in-game by either clicking on them in console or just typing in what you know to be their id (for example Curie is 102249 both before and after her transformation) and then entering in one of a number of commands to get their stats. For example you have:
-"getav carryweight" if you've clicked on a companion while in the console or "102249.getav carryweight" to specifically check Curie's carryweight. -You can also use "getav strength", "getav perception", "getav endurance", "getav charisma", "getav intelligence", "getav agility", or "getav luck" to check their S.P.E.C.I.A.L. stats. Similarly you can also use "102249.getav strength" to check Curie's strength, etc.
That's all I've been using recently to get a companions stats. An easier way might be to strip your companion of everything else and to give them as many, for example, purified waters as they can carry (as you know they weigh 0.5). If you need to spawn any items in order to do this you can just use, for example, "player.additem 366c0 99999" if you want 99999 purified waters.
Hadn't noticed thus far (after over 2500hrs of gameplay) that these magazine perks don't work
I tend to do stuff on me lonesome, 'xept for taking the wimmers for a ride for a while (Piper, Cait & ameliorated Curie), so, thanks a lot for this patch-work, KernalsEgg
Keep in mind that this bug only affects 5 of the 13 total companions (Cait, Curie, Dogmeat, MacCready, and Preston Garvey), and the Live & Love magazine perks all seem to have the condition that the companion belongs to the CurrentCompanionFaction. This means that the Live & Love magazine perks do not affect dismissed companions, all in all making this particular bug hard to notice, unless you're specifically looking for it. I only noticed it myself because I was digging around the Fallout 4 Live & Love magazine wikia page.
I was looking to modify my companions carry capacity and wanted to implement it as cleanly as possible. I first looked at the Inspirational perk (rank 8 of the charisma tree) as I was already familiar with it, but somewhere along the way I found some mention of the Live & Love magazines when I was messing around in FO4Edit. I figured that picking up a magazine (which you could do first thing in the game if you bee lined for it) was easier than investing in a perk that you required 8 charisma for. According to the Fallout 4 wikia the Live & Love magazine perks don't affect the companions Cait, Curie, Dogmeat, MacCready, and Preston Garvey. I loaded up an existing save file to test this and sure enough those magazine perks didn't appear to effect those companions. Given that I wanted to modify my companions carry weight using the Live & Love #3 magazine perk I wanted to see if I could patch this bug. I went back into FO4Edit and noticed that the companions that the Live & Love magazine perks did work with were missing "AbMagLiveLoveCompanionPerks "Live and Love perks" [SPEL:001C63E2]" under Actor Effects in their Non-Player Character (Actor) forms. I added that to Cait, Curie, Dogmeat, MacCready, and Preston Garvey's Non-Player Character (Actor) forms and it appears to have fixed the issue after some testing. I figured that not everyone would want to increase their companions carry capacity and so I released this patch independently of the mod I initially set out to create. This mod has already received more than double the downloads of my other mod, which also increases your companions carry capacity, so it looks like I was right.
Long story short, messing around in FO4Edit for a while and reading the Fallout 4 wikia pages.
Sorry, but what do you mean by "does the perk that boosts your companions work"? If you're talking about Inspirational (rank 8 in the charisma tree), then yes I don't see any reason for it not to work, they do completely different things. For instance if you've picked up Live & Love #3 (granting your companions +10 carry capacity) and invested in rank 3 of Inspirational (granting your companions +25 carry capacity) then they should stack, as per the vanilla game. Keep in mind that this bug only affects certain companions (5 out of the total 13), and so there shouldn't be anything unpredictable occurring.
24 comments
Regardless, I appreciate you checking this and letting me know - I'm sorry I didn't put up a disclaimer sooner.
This can be done without any scripts or editing any forms from the base game, and the mod is a light-plugin (which doesn't contribute to your load-order), so you should be able to safely install this mod, place it anywhere in your load-order, and forget about it.
If you drop support for this mod i would understand though, do what you think is worth your time
-"getav carryweight" if you've clicked on a companion while in the console or "102249.getav carryweight" to specifically check Curie's carryweight.
-You can also use "getav strength", "getav perception", "getav endurance", "getav charisma", "getav intelligence", "getav agility", or "getav luck" to check their S.P.E.C.I.A.L. stats. Similarly you can also use "102249.getav strength" to check Curie's strength, etc.
That's all I've been using recently to get a companions stats. An easier way might be to strip your companion of everything else and to give them as many, for example, purified waters as they can carry (as you know they weigh 0.5). If you need to spawn any items in order to do this you can just use, for example, "player.additem 366c0 99999" if you want 99999 purified waters.
I tend to do stuff on me lonesome, 'xept for taking the wimmers for a ride for a while (Piper, Cait & ameliorated Curie), so, thanks a lot for this patch-work, KernalsEgg
Long story short, messing around in FO4Edit for a while and reading the Fallout 4 wikia pages.
Sorry, but what do you mean by "does the perk that boosts your companions work"? If you're talking about Inspirational (rank 8 in the charisma tree), then yes I don't see any reason for it not to work, they do completely different things. For instance if you've picked up Live & Love #3 (granting your companions +10 carry capacity) and invested in rank 3 of Inspirational (granting your companions +25 carry capacity) then they should stack, as per the vanilla game. Keep in mind that this bug only affects certain companions (5 out of the total 13), and so there shouldn't be anything unpredictable occurring.