Fallout 4

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Manttis567

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48 comments

  1. sparlexna
    sparlexna
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    installed, made the aid item, clicked, nothing happens. relogged, did it again, nothing happens.
  2. nasirbdkpelik
    nasirbdkpelik
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    every time use the gps increase 1 items even enable or disable.
  3. archemorous
    archemorous
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    I used the gps item, but it didnt do anything. what did i do wrong?
  4. SirkkMeister
    SirkkMeister
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    when will you add support for Nukaworld?
  5. humannature66
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    hiya,
    could it be possible that this mod conflicts with 'Companions Go Home' by registrator2000 ? (i know you can't test every other mod, but maybe you already have.)
    I'm also using Unlimited Companion Framework, tho that seems to work along, as far i have read here.

    Crafting on Chemlab worked, settings for companions are set, and i can enable for example Valentine (companion right now), but i get no signal on the map.
    I'm sure the issue is on my side, tho i'm unsure what might be wrong ..
  6. Pococurante
    Pococurante
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    Not sure of this is a known issue, but it doesn't pick up new robot companions we can create on the robot workbench.
    1. Manttis567
      Manttis567
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      As the description says currently it only add the option to track Ada,it's not supposed to track the other robots you build.
    2. Pococurante
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      Gotcha. I'm sure it is not a trivial feature. Thanks.
    3. Korodic
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      You can try this mod:
      Companion Tracker
      http://www.nexusmods.com/fallout4/mods/15896/?

      Which does pretty much the same thing but in a different way, and supports player-made Automatrons & even some custom followers.
    4. Manttis567
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      Glad to see you added some original content to your mod...

      although judging by your cut and paste replay it seems originality is not one of your strongest sides.



    5. Korodic
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      Feel free to look at my mod in the ck absolutely nothing was copy/paste.

      Besides, in terms of originality, this guy was first: http://www.nexusmods.com/fallout4/mods/7903/?
    6. Manttis567
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      Well that mod is using bat files&console commands,not in game menu and script,so there is a big difference.

      and what I said about your originality was because you just copied and pasted my post and changed the link and name.

      anyways good luck with your mods.
  7. Claysson2
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    Will I be able to track my custom companions as well? I have many:
    http://www.nexusmods.com/fallout4/mods/13239/?tab=12&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodchangelog%2F%3Fid%3D13239%26v%3D&pUp=1

    http://www.nexusmods.com/fallout4/mods/13610/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D13610%26preview%3D&pUp=1

    http://www.nexusmods.com/fallout4/mods/12377/?
    tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D12377%26preview%3D&pUp=1

    http://www.nexusmods.com/fallout4/mods/13815/?

    Just to show a few. I f not, maybe a tracking beacon that you could place in their inventory.
    1. Manttis567
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      Negative for custom companions,this works only on pre defined companions so basically I'll need to make a patch for every custom companion out there and there are lots of those and plenty more will come so its not practical.

      Yeah I've been thinking to add tracking beacons since Automatron was out to address custom followers tracking,
      but I'm trying to keep this mod simple so if I'll do that it might be a separate mod.
    2. superleech
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      A tracking beacon, I want that NOW!!!
  8. xavk
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    Hey,
    Great mod! Just wondering, is there anyway to make the quests separate? Currently, for example, when I enabled tracking for dogmeat and codsworth, and click on either one quest of them, then both are tracked together. My understanding is since they are all objectives of the same quest, so this happens. I tried modifying it by duplicating the quest for dogmeat (duplicated using CK, and removed all other objectives and references in it, and changed name) and make the script display the dogmeat objective of the new quest, but then dogmeat tracking stopped working (while all others are fine).

    Definitely would donate if you could solve this (or teach me how to ). This mod is fantastic!
    1. Manttis567
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      Thanks xavak,glad you like the mod.

      the easiest way to go about it is just to switch the tracking on for one companion at a time and turning it off for the companion you do not wish to track anymore,for example you track dogmeat while codsworth tracking is off,so you have only one quest log,if you lost codsworth or wish to track him for whatever reason just turn dogmeat tracking off and turn codsworth tracking on,that way it stays clean and displays only one companion on the map and in the logs.

      you understood correctly,it happens because they are objectives of the same quest,I did it this way because it's much more efficient to have 1 quest and script running in the background then 15 quests running in the background.

      by the sound of it your attempt didn't worked (assuming you made all the correct changes in the duplicated quest) because you need to add your quest as property to the CoGPS effect/spell and also edit the script so it will recognize your new quest(which may,and probably will open a can of worms of the exact sort you are describing),basically what you are trying to do is taking one quest and script and turn it into 15 quests which will also require a different script(or scripts).

      so basically this is not something I intend to "solve" because that's the way I consciously designed it.
    2. xavk
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      Hi Manttis567,
      Thanks for the reply! Yeah I did the duplication using CK and decompiled your script, added the new property (named it CompanionGPSDogmeat to match the quest name I duplicated), and made sure this new property was there when viewing the magic effect properties in CK. Also I changed CompanionGPS.DisplayObjective to CompanionGPSDogmeat.DisplayObjective when the main menu chosen was 0, in your first block of if-else. And I recompiled the modified script, no errors. I would assume this should work, but nope. As I mentioned I did this for Dogmeat, and only Dogmeat tracking broke. The submenu still showed, but nothing happened after I clicked "Enable GPS" (not even the "Tracking Dogmeat" text), so I assume the script had something wrong.

      I was wondering (If you don't mind telling), why you designed it that way? I mean, if say we have 15 quests here, so you can switch tracking of each companion but just a click on the quest instead of having to go to inv->aid->companion gps->choose companion->enable/disable, isn't that faster? Just curious.

      If you could give some help I'd really appreciate it! This is such a great mod that I'm hoping to help make it better (if I may )
    3. Manttis567
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      I was wondering (If you don't mind telling), why you designed it that way? I mean, if say we have 15 quests here, so you can switch tracking of each companion but just a click on the quest instead of having to go to inv->aid->companion gps->choose companion->enable/disable, isn't that faster? Just curious.


      Because like I said it's more efficient,engine vise to have one quest running constantly in the background instead of 15.yeah sure those quests probably wont have that much effect on performance if any at all on its own,but if someone running dozens or even hundreds of mods at the same time,things do pile up and every little thing can bloat.

      in addition,I figured most people are running with 1 or 2 companions most of the time cause hanging with more companions makes the game laughably easy.

      not to mention having 15 log lines of tracking in the data log IMO is unnecessary clutter,I prefer keeping it clean and toggle the tracking according to who I want to track at the given time.

      Thanks for the reply! Yeah I did the duplication using CK and decompiled your script, added the new property (named it CompanionGPSDogmeat to match the quest name I duplicated), and made sure this new property was there when viewing the magic effect properties in CK. Also I changed CompanionGPS.DisplayObjective to CompanionGPSDogmeat.DisplayObjective when the main menu chosen was 0, in your first block of if-else. And I recompiled the modified script, no errors. I would assume this should work, but nope.


      you haven't mentioned if you added this to the script:
      Quest Property CompanionGPSDogmeat Auto Const
    4. xavk
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      Hey thanks for the reply! That sounds very reasonable, sorry I didn't consider that fact.

      So for the script, yes I added that line:

      Quest Property CompanionGPS Auto Const
      Quest Property CompanionGPSDogmeat Auto Const

      Added it right below the original Quest. And in CK this new dogmeat quest is duplicated from the original, and I just removed all aliases and quest stages except dogmeat's. I also checked in CK's properties of the magic effect, the new Quest is there. Then checked using FO4Edit, also there. I even started to suspect if I shouldn't have duplicated the quest, but instead just copy one by hand... It's just hard to understand why adding this caused dogmeat's tracking to stop working, not any of the others (I also added two objectives in the original quest to track custom companions from mods, even those worked with no problem).

      Do you happen to have any ideas?

      Thanks!
  9. Xephos0
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    I'm having an issue of finding this. I can't see the option to build it in the chem station and I don't see it on my quest list either.

    I'm playing on Survival mode btw.
    1. Manttis567
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      You wont see the quest till after you activate the tracking after building the device so that's fine.

      It should be under utilities tab in the chem work bench,if its not there make sure you enabled
      the esp and that all the files are in the right folders.

      this mod is compatible with survival mode so no problem there.
  10. wolflordjsw
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    I'm trying to find the incompatibility, but this currently makes me crash just as I'm finishing loading. I have hundreds of mods so it'll be a while. I do only have one real companion mod though and that is Everybody's friend Dogmeat. The mod allows a follower + dogmeat to accompany the player. I'll fiddle when i get the chance.
    1. Manttis567
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      Well I use Unlimited Companions Framework which lets you take as many followers you want simultaneously and I have no issues so I'm not sure its Everybody's best friend mod which is at fault here.

      what version are you using and do you have the required DLC's to the version you installed?