As others have experienced, I am unable to dismiss Ada. I have tried: (1) deactivating Secondary Robot Companions, (2) various combinations of disabling/uninstalling my main two companion mods (Robots as Secondary Companions and Better Companions) including uninstalling both mods and (3) using the console command CQF RC_Quest SendHome; and nothing works. For each attempt, it is the same result. First, I try to dismiss Ada. She states an appropriate/relevant dialogue, but the Send Companion to a specific settlement does not appear., Next, I successfully dismiss Danze and immediately rehire him, but Send Companion to does not appear for Ada.
After some searching, I found an old steam thread about Ada (https://steamcommunity.com/app/377160/discussions/0/392184342870093653/ ) and there was a discussion about using two console commands (cf "actor.setcompanion" false false and cf "actor.setcompanion" true true). Because I am a relative newbie regarding console commands, your thoughts on this are appreciated.
To determine if it's a mod conflict, you can disable (temporarly) all of your mods except this one to see if this mod works (you'd need to have a "clean", unmodded save for this) or the issue is somewhere else (e.g., old game version).
To determine which mod is conflicting, you can try these console commands: 'SV' (short for 'Show Variables', lines that start with "------ Papyrus ------ Alias (...)" can show if another quest/mod holds Ada as an alias which is the usual and most common way to override an actor's AI remotely (i.e., without seeing any record-level conflict in editors like FO4Edit). (This mod does not overwrite any vanilla record so it can't be a record conflict, which means FO4Edit wouldn't help unfortunately).
As for 'CF "Actor.SetCompanion" False False'. CF is short for Call Function. This command would call the function SetCompanion() from the Actor script on the actor that's been selected in the console (either by 'Prid RefID' or by clicking on them). The function's arguments are set to False so practically, this console command would "dismiss" Ada.
You can try 'CQF RC_Quest SendHome_as_Primary' and 'CQF RC_Quest SendHome_as_Secondary'. These should "dismiss" her too. If they don't, type "SQV RC_Quest" in the console. What are the RefIDs at the lines "REF 'RobotCompanion' -> RefID1", "REF 'DismissMessageLocation' -> RefID2", "REF 'DismissMessageRobot' -> RefID3"?
Through many playthroughs I have notice the mod becoming unstuck periodically. The robots would either take a while to dismiss or not dismiss at all. Perhaps a delay in the scripting. Usually disabling the mode with the widget would fix it. Ada is seems to be problematic on. Under Vanilla she takes the slot of a companion, but the mod also treats her as a robot it would seem.
This play through I had her and Cait with me throughout the DLC, and after. I had a tough time dismissing her. But was able to when I recruited another assaultron. However, when I try to recruit her again or when I tried to dismiss her she doesn't have the option of a location to send her. She just wanders off, presumably to a default location. The dialogue options are for her still being a companion though.
I ran the set companion function twice to flush things. It dismissed Cait fine though Ada was selected, not Cait. Nothing changed to Ada's state. I can actually still command her to move around when she is in range.
I tried the CQFs, first did nothing. Second "dismissed" a Mr Handy I never recruited who was farming in the area. The Ref for the Robot Companion is you asked about are all set to BLANK. Disabling and reenabling Ada seemed to not work. She behaves like she is still a companion, but she will immediately try to leave the area if you are not interacting with her and will not fast travel with you.
Tested and working fine with regular Automata though,
It seems all DLC companions were implemented in an incomplete fashion. The only thing I could suggest as a fix is to alter the mod or Ada she strictly follow either companion or robot system.
Side note for other people: Issue with Ada could maybe proactively be prevented by never having Ada join you while you have a companion. If you are using this mod, dismiss the companion first, then recruit her. Maybe. The issue only occurred after travelling with a companion and Ada for an extended period, but could just as easily happen right off the bat at the start of the Automatron DLC.
Sorry for the late reply.. if Robot Companion REF is empty then it seems like the game keeps Ada as "PlayerTeammate" even though the function SetCompanion with parameter False has cleared the Alias that pointed to her. Does the console command "SetPlayerTeammate 0" deactivates her player follower state?
Might be a bit late, but for me, the command SQV RC_Quest does work to dismiss all the robots you can't dismiss otherwise.
It allows me to see the option to send the robot to a specific place, however, it may not work immediately as the robot is still following my character. What I do then, is just fast travel to a different location, and then once the game loads, I get the message that the robot is finally going to the place I sent it to. It no longer follows me around after then.
It's like the function in charge of making the robot follow the dismiss order takes some time, and it will start working upon reloading the game, which is what happens when you fast travel. That is what has worked for me so far.
Is cogsworth considered not part of this? I can’t seem to have any other companions when I have Dogmeat (everyone’s best friend) and Cogs. If I take anyone else it dismisses Cogs.
so i found the mr gusty at the HQ and i go up to him and for some reason i cant recruit him there is no option too he is just there in sleep mode anyone else have that issue
For me the mod worked well, no bugs on my part yet, however if mr gutsy is classified as automaton (since i had to disband my current one for gutsy to join), why isnt he allowed to be upgraded / modified at automaton workbench?
Ran into a bug where it is not adding and removing robot companions properly. got to the point where it was treating every robot as if it was a current companion but it also wouldn't leave the settlement. I'm not sure how to report bugs like this.
works great but sometimes your robot companion wont fast travel with you so you need to head back to pick it up. happens quite rarely tho so its whatever
133 comments
After some searching, I found an old steam thread about Ada (https://steamcommunity.com/app/377160/discussions/0/392184342870093653/ ) and there was a discussion about using two console commands (cf "actor.setcompanion" false false and cf "actor.setcompanion" true true). Because I am a relative newbie regarding console commands, your thoughts on this are appreciated.
To determine if it's a mod conflict, you can disable (temporarly) all of your mods except this one to see if this mod works (you'd need to have a "clean", unmodded save for this) or the issue is somewhere else (e.g., old game version).
To determine which mod is conflicting, you can try these console commands:
'SV' (short for 'Show Variables', lines that start with "------ Papyrus ------ Alias (...)" can show if another quest/mod holds Ada as an alias which is the usual and most common way to override an actor's AI remotely (i.e., without seeing any record-level conflict in editors like FO4Edit). (This mod does not overwrite any vanilla record so it can't be a record conflict, which means FO4Edit wouldn't help unfortunately).
As for 'CF "Actor.SetCompanion" False False'. CF is short for Call Function. This command would call the function SetCompanion() from the Actor script on the actor that's been selected in the console (either by 'Prid RefID' or by clicking on them). The function's arguments are set to False so practically, this console command would "dismiss" Ada.
You can try 'CQF RC_Quest SendHome_as_Primary' and 'CQF RC_Quest SendHome_as_Secondary'. These should "dismiss" her too. If they don't, type "SQV RC_Quest" in the console. What are the RefIDs at the lines "REF 'RobotCompanion' -> RefID1", "REF 'DismissMessageLocation' -> RefID2", "REF 'DismissMessageRobot' -> RefID3"?
This play through I had her and Cait with me throughout the DLC, and after. I had a tough time dismissing her. But was able to when I recruited another assaultron. However, when I try to recruit her again or when I tried to dismiss her she doesn't have the option of a location to send her. She just wanders off, presumably to a default location. The dialogue options are for her still being a companion though.
I ran the set companion function twice to flush things. It dismissed Cait fine though Ada was selected, not Cait. Nothing changed to Ada's state. I can actually still command her to move around when she is in range.
I tried the CQFs, first did nothing. Second "dismissed" a Mr Handy I never recruited who was farming in the area. The Ref for the Robot Companion is you asked about are all set to BLANK. Disabling and reenabling Ada seemed to not work. She behaves like she is still a companion, but she will immediately try to leave the area if you are not interacting with her and will not fast travel with you.
Tested and working fine with regular Automata though,
It seems all DLC companions were implemented in an incomplete fashion. The only thing I could suggest as a fix is to alter the mod or Ada she strictly follow either companion or robot system.
Side note for other people: Issue with Ada could maybe proactively be prevented by never having Ada join you while you have a companion. If you are using this mod, dismiss the companion first, then recruit her. Maybe. The issue only occurred after travelling with a companion and Ada for an extended period, but could just as easily happen right off the bat at the start of the Automatron DLC.
It allows me to see the option to send the robot to a specific place, however, it may not work immediately as the robot is still following my character. What I do then, is just fast travel to a different location, and then once the game loads, I get the message that the robot is finally going to the place I sent it to. It no longer follows me around after then.
It's like the function in charge of making the robot follow the dismiss order takes some time, and it will start working upon reloading the game, which is what happens when you fast travel. That is what has worked for me so far.