Q: FO4Edit shows a conflict with DLCRobot.esm. Is this a problem?
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I've seen this in FO4Edit also, but here's the thing... The edits to the dialog scene for Codsworth were performed via the CK with DLCRobot.esm enabled, but the CK made the edits that are shown in FO4Edit. Please also note that in the CK, COMCodsworth doesn't exist in the DLC tree so there is no record to edit it separately. Additionally, what makes Codsworth moddable via the DLC seems to be controlled by DLC01CompanionModdableBotKeywordManager [QUST: 01001150]. You'll note in FO4Edit COMCodsworth shows the DLCRobot.esm record has a record flag of PartialForm and there is no data below the VMAD. I think Bethesda has made that record additive instead of substitution via the PartialForm flag and crosslinks to DLCRobot.esm via DLC01CodsworthCompanionDataUpdate [QUST: 0100EAD4]. Lastly, during beta testing, the testers noted no adverse effects with Codsworth and Automatron. So I believe this to be a false positive in FO4Edit. Since FO4Edit is still in alpha, I don't believe it is interpreting this data properly.
The short answer is this flag in FO4Edit has been safely ignored with no ill effects.
Q: Can you make this work for the robots also? So I can have humanoid companion, robot, and Dogmeat?
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As noted in the description, this mod uses variables and functions that Bethesda had in the game since they originally intended for you to have Dogmeat and a companion but changed their mind near the end of development. So this works because Dogmeat is already classified as a Dogmeat companion, and the other companions are classified separately. There are already functions to detect the presence of a regular companion and a separate one to detect Dogmeat. When you picked up a new companion or Dogmeat there was a check for the other. I removed that check so that you could have both.
In order to make you ALSO be able to have robots, there would need to be a significant amount of rearchitecture. Bethesda classified the robots as another companion, so they use the same functions and variables as regular companions. I'd have to architect a whole new classification, write new functions, make sure those functions interact properly, modify all robots to be a member of that new classification and use those variables and functions.
I'm not saying it's impossible, but is a significant amount of work and outside the scope of this mod. I also intended this mod to 'fix' what I see as a Bethesda bug (poor decision) and not a cheat. Having a companion + robot + Dogmeat starts pushing into the realm of cheat in my opinion, so I am unlikely to undertake the significant work needed to make that happen.
Q: When I fast travel/zone my companion falls from the sky and breaks their legs.
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This problem is not a direct result of the mod, just that the mod exposes some poor coding by Bethesda. Best I can determine, what is likely happening is that there is code to position your companion at a certain point behind the character upon loading. Since you have a companion and Dogmeat, Dogmeat takes that position, but since the companion can't as well, the game is supposed to reposition the companion at another point laterally from the originally intended position. Instead, it positions the companion vertically, which causes them to immediately fall. I personally have never experienced this bug.
Possible workarounds: Put your companion in Power Armor (makes them immune to fall damage) Use the following mod: Companion Fall Damage Immunity
Q: Can you make this mod let you have more companions at the same time?
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A: That is outside the scope of this mod. As described on the main page, Bethesda originally intended for your to have Dogmeat and a companion at the same time, but changed their mind late in development. This mod reverses that poor (in my opinion) decision in a manner that is both immersive and using all ingame functionality. If you would like to have move companions at the same time, there are other mods on the Nexus that will do that for you.
Q: I have a companion related problem is it caused by this mod? (List of vanilla companions related bugs)
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1) Companion Disappeared - this is a vanilla bug that happens without any mods installed. You can use a mod like Where Are You Now to make map markers for all the companions so you can locate them.
2) Companion can't carry anything - This mod doesn't alter companion stats in any way. Not caused by this mod.
3) In Survival Mode companions sometimes don't stay down and wait to be healed - vanilla bug that occurs without any mods installed. It seems to be related to the bleedout trigger/mechanic maybe.
4) Companion won't follow - Vanilla bug that occurs without any mods installed (this mod doesn't alter AI behavior or AI packages). I believe some people have suggested dismissing the companion then re-recruiting them.
5) Companion won't engage in combat - Vanilla bug that occurs without any mods installed (this mod doesn't alter AI behavior or packages). I believe some people have suggested dismissing the companion then re-recruiting them.
Q: Can you load this mod on PS4?
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I'm afraid that is impossible due to Sony's limitation of no external assets for PS4 mods. The script edits necessary to make EBF work prevent the mod from being loaded to PS4.
Q: Some tool reports this mod deletes records and says that's bad. Is this a problem?
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There was dialog that was no longer applicable due to the changes from EBF. Things like companions commenting to Dogmeat about going home when switching between humanoid companions. The mod deletes those dialog records. The deletes are intention and in the last 8 years have cause no observable problems. It is safe to ignore this report.
This is patently incorrect and entirely a problem on your end. The mod still works just fine.
If you have Dogmeat recruited before you loaded the mod you may have to dismiss him temporarily and reinvite him so that he uses the non-conflicting variable. Otherwise you have a mod conflict.
Amazing mod but I have a problem with it. During my playthrough, I decided to unload some mods and everyone's best friend somehow got uninstalled (without my say so, idk how) noticed it was gone when I launched the game and tried to go into my playthrough and the message that everyone's best friend esp is missing so I went out. I reinstalled it, but now dogmeat runs away every time I try to put him on follow command (the command doesn't switch to stay in dialogue), I even tried manually installing with no luck, is there a fix anyone knows about to fix this problem????
EBF shouldn't cause that behavior. I think you have something else wrong there. Generally speaking it is not safe to remove most mods mid playthrough. If you want to adjust your mod loadout you'll likely have to start a new playthrough.
Yeah it's just the nature of the beast with modding and something that anyone who wants to use mods should understand and get used to. This is why it took me nearly 1000 hrs in FO4 to finally beat it ONCE... I kept having to start over if I shuffled mod loadout. Also why I have 1460 hrs in Pathfinder: Wrath of the Righteous and only beaten it once. 800+ hrs in BG3, never beaten it. And probably 900+ hrs in Skyrim (LE+SE) and I only beat it once back in 2011 when it first came out. :) I mean, that and I have horrible restartitus. I see a shiny and want to try something new... so I start over.
Ah sweet, im probably gonna be the same situation as you then lol, I only beat Fallout 4 on console (PlayStation) because of the lack of mods in it, and the fact I can shuffle my mod order without having to restart I don't regret modding on PC tho despite having to restart if I want to shuffle my mods 🤣
I have never seen that before and I don't see how this mod could cause that as this mod doesn't affect Dogmeat's AI. I think you have a different mod interacting or some corruption of your AI packages caused by another mod.
nah figured it out if you havea mod sm like dc expanded or better dc vendors there is new placed loot around label as steal able items but not own to certain source npcs so its set to unknown owner, so dogmeat goes hmmm i think thats mine then he fetch's the items(*steals them*) and sense him grabbing things in his inventory in code is like you commanding him to grab and that in return causes any friendly based npcs to go feral mode lmao
I totally love the mod. But the problem I am having is when I take dogmeat and another companion to find Kellogg, my other companion basically says dogmeat needs to rest. Then he is not with me anymore. How can I keep him with me after finding Kellogg? Once again great work on the mod.
Dogmeat should be right there once you get to the Fort. He will start walking back to home base. You should be able to talk to him again and have him join you again.
This mod conflicts with the Unofficial Fallout 4 Patch, but there are two compatibility patches that fix this which you can pick between. The first is uploaded here on the Nexus and the second has a GitHub page; with links to AFKMods for PC and Bethesda.net for Xbox.
is the UOFP version 2.17 right now, and the patch is for version 2.10. Are there the same problems with version 2.17 as with version 2.10 and EBF version 3.0.0?
is this mod somehow dif to be activated for GOG (GOTY edition) FO4? im completely clueless with modding FO4 and just did what the info said, but i dont get what "Then activate the .esp the same as you normally activate .esps." means? so i copied the 2 files into the DATA folder of my FO4 game folder, but ofc that didnt do the trick, as i miss that last step, can anyone tell me in easy to understand words what the missing steps are please? sorry for bothering with such a noob question, thx in advance *^^*
Edit: did some digging and found a guide of sorts for manually installing mods, so i added the lines i found in the FO4 Wiki modding section ([Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal=) to my Fallout4.Custom.ini. and opened/closed the launcher, and the DLClist.txt shows "EveryonesBestFriend.esp" but when i start the game up and load my savefile, no matter what i do (recruit and dismiss Piper/Dogmeat and re-recruit either) the other is always sent away -.- seems the GOG version of the game works a little different than steam or others, as it doesnt have the Creation Club...
so yeah, im at the end of my wisdom honestly, so if anyone knows how to solve this, it'd be highly appreciated
Why install mods manually when there are multiple mod managers that work even with the GOG version. I cannot advise you on what you did wrong. Just get Vortex or MO2 and it will make things much easier.
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Have fun and happy gaming
Gopher featured Everyone's Best Friend in is video series Mod Vault along with some other really great mods. Check it out. Thanks Gopher!
Q: FO4Edit shows a conflict with DLCRobot.esm. Is this a problem?
The short answer is this flag in FO4Edit has been safely ignored with no ill effects.
Q: Can you make this work for the robots also? So I can have humanoid companion, robot, and Dogmeat?
In order to make you ALSO be able to have robots, there would need to be a significant amount of rearchitecture. Bethesda classified the robots as another companion, so they use the same functions and variables as regular companions. I'd have to architect a whole new classification, write new functions, make sure those functions interact properly, modify all robots to be a member of that new classification and use those variables and functions.
I'm not saying it's impossible, but is a significant amount of work and outside the scope of this mod. I also intended this mod to 'fix' what I see as a Bethesda bug (poor decision) and not a cheat. Having a companion + robot + Dogmeat starts pushing into the realm of cheat in my opinion, so I am unlikely to undertake the significant work needed to make that happen.
Q: When I fast travel/zone my companion falls from the sky and breaks their legs.
Possible workarounds:
Put your companion in Power Armor (makes them immune to fall damage)
Use the following mod: Companion Fall Damage Immunity
Q: Can you make this mod let you have more companions at the same time?
Q: I have a companion related problem is it caused by this mod? (List of vanilla companions related bugs)
2) Companion can't carry anything - This mod doesn't alter companion stats in any way. Not caused by this mod.
3) In Survival Mode companions sometimes don't stay down and wait to be healed - vanilla bug that occurs without any mods installed. It seems to be related to the bleedout trigger/mechanic maybe.
4) Companion won't follow - Vanilla bug that occurs without any mods installed (this mod doesn't alter AI behavior or AI packages). I believe some people have suggested dismissing the companion then re-recruiting them.
5) Companion won't engage in combat - Vanilla bug that occurs without any mods installed (this mod doesn't alter AI behavior or packages). I believe some people have suggested dismissing the companion then re-recruiting them.
Q: Can you load this mod on PS4?
Q: Some tool reports this mod deletes records and says that's bad. Is this a problem?
If you have Dogmeat recruited before you loaded the mod you may have to dismiss him temporarily and reinvite him so that he uses the non-conflicting variable. Otherwise you have a mod conflict.
Once again great work on the mod.
Edit: did some digging and found a guide of sorts for manually installing mods, so i added the lines i found in the FO4 Wiki modding section ([Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal=) to my Fallout4.Custom.ini. and opened/closed the launcher, and the DLClist.txt shows "EveryonesBestFriend.esp" but when i start the game up and load my savefile, no matter what i do (recruit and dismiss Piper/Dogmeat and re-recruit either) the other is always sent away -.- seems the GOG version of the game works a little different than steam or others, as it doesnt have the Creation Club...
so yeah, im at the end of my wisdom honestly, so if anyone knows how to solve this, it'd be highly appreciated