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zhool

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21 comments

  1. bschneider72
    bschneider72
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    • 8 kudos
    if the test comes back as level>>0 does that mean the mod is working?
  2. jerrybullet
    jerrybullet
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    • 187 kudos
    Worth noting that this messes up the faces of companions (females, at least. Not sure about males). Same issue affects the other sneak mod.
    1. zhool
      zhool
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      • 6 kudos
      which other mod - sneak perk nerf? are you using any other companion mods? browsing yr endorsements i see several which may cause conflicts, not just with this but possibly also with each other.
    2. zhool
      zhool
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      • 6 kudos
      i just went and eyeballed cait and piper and didn't notice a difference. get back to me about yr other mods.
    3. Trygone
      Trygone
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      • 0 kudos
      I notice a change with Piper. I'm using Piper face retexture http://www.nexusmods.com/fallout4/mods/721/? and while it did not revert her to vanilla it did change her eyebrows, complexion (lighter), jaw and makeup. I took comparative screenshots if that will help. It's quite possible a combination of mods is causing this, I have dozens active but thought I'd help.

      Thanks for the mod, it's needed and I'm tracking.
    4. zhool
      zhool
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      thanks for the feedback. the mod you have linked adds new textures but does not alter the character record in the esm (the master file). mods that do not have an esp (patch) file will not conflict with this mod. basically the master character record says use resource A for her face and that mod overwrites or replaces resource A (which is separate from the character record), so no problem there. if you have a mod (with an esp file) that does anything to a companion record, eg change stats, default inventory, attitude, or, to reuse the example, says to use resource B instead of A, then it will conflict, and only the last conflicting file loaded will have an effect. i have added a short guide to both manually and automatically merging mods at the bottom of the description which you may find useful. thanks again for the feedback, and let me know if you find the culprit mod.
    5. Trygone
      Trygone
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      I investigated every mod with an .esp (and a couple without an .esp) that could conceivably impact companion behavior. I tried disabling:
      No Negative Affinity, No Affinity Cooldown, Nick Got Smooth Jazz (which only affects Nick), Targeting HUD Fix, and Full Dialogue (which shouldn't actually affect comps). I disabled each individually and then tried all at once and I still get the exact same appearance change with Piper.
    6. zhool
      zhool
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      Thanks.
      (TL; DR: it's probably FO4edit, see post below)

      I agree that the mods you listed wouldn't conflict as they don't edit character entries. when you say that you disabled all of them at once, do you mean that you tried running only Fallout4.esm and CompanionSneak.esp, with no other mods? If so and there was still corruption then that is concerning - there are no entries in my mod that affect anything besides perks on companion characters.
      You could try moving companionsneak to the top of the load order (right after fallout4.esm), and then in game open the console, click on piper (also note if changing the load order affected her appearance) and type (without quotes) "hasperk 01000800". if it returns "Rank >> 1" then the mod is working, if not then it is being overwritten by something. If it is being overwritten by something (call it mod x), then mod x has probably also changed some resources causing it to look weird when mod x itself is overwritten. I'm still hoping this is a normal conflict issue where we have not yet found the conflicting mod, and not something more complicated.
      (PS you could also use FO4edit to identify conflicting mods pretty easily, if you felt like doing that - download it, chg the filename from tes5edit.exe to fo4edit, run it, expand the mods and look for red 'non-player character' entries)

    7. zhool
      zhool
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      actually, i've been having a look at some other mods, and it seems that a lot of mods that only change companion perks are also having inexplicable effects on companion makeup. it may be an issue with fo4edit, which we use to make these mods - i will continue looking into it. still let me know what happens if you try what i have suggested above.
    8. zhool
      zhool
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      a fix suggested under another mod: open the console, select your companion, type (without quotes) "disable", press enter, then "enable" and enter. if that doesn't work try closing and reopening the console between disabling and re-enabling.
    9. Trygone
      Trygone
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      I agree with your assessment (and others around the Nexus) that it must be FO4edit because it does indeed make the appearance changes with all other .esp mods disabled. Not to worry, Piper is the only one I mod, I can run with someone else when I need your better stealth. Thanks zhool.

      I almost forgot, I did try your suggested fixes to no avail. For me the command was hasperk 02000800 and it does show Perk Rank >> 1. The only thing above it in my load order is Homemaker.esm.
    10. zhool
      zhool
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      thanks for helping me sort that out. i'll post any updates to this issue at the top of the description. i might also make an interim version that doesn't affect the girls (i spose it might also affect the guys - ill take a closer look at them, my companions are all mostly in combat helmets and aviators which is why i didnt notice). PS as i guess you figured out, the first two numbers of the ID are the mod code based on the load order, which is why it will be 02 if you have another mod loading before it.
    11. 42Y0
      42Y0
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      • 3 kudos
      I can confirm, putting your mod after companion mod, changed the companion appearance. Move it before the mod fix the issue as the author suggested.
    12. ELK12695
      ELK12695
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      Having *that* problem with Piper too. Her freckles dissapeared, and she looked a lot paler. Removed the mod and she returned to normal. FYI I have no mods that affect companions whatsoever; I hardly have any mods at all. Tried the load order thing, but that had no effect. Just making you aware that this mod has issues regardless of the game being modified beforehand or not. Hope you can fix it.
  3. WHITELION1284
    WHITELION1284
    • supporter
    • 11 kudos
    Now all we need is a mod that lets me engage enemies without my companion or temp follower repeatedly walking into me. (Seriously, what is up with that?)
  4. deleted4610270
    deleted4610270
    • account closed
    • 44 kudos
    This mod prevents my companions from equipping armor. The "Equip" option is not available for armor pieces when this mod is installed. This happens with almost every Companion mod... Why is that???
    1. zhool
      zhool
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      • 6 kudos
      i just checked (on piper) and i'm not having that problem. when reporting a potential mod issue it is very helpful both for yourself and for developers to test whether the problem still occurs when the game is loaded with ONLY that mod activated (so in this case the plugins.txt file would have only fallout4.esm followed by companionsneak[lvl].esp). this will help you narrow down the culprit and direct your issue to the relevant developer. also, as noted in the description, mod tools are still being developed, and companion mods especially have shown to have some unintended effects that can not yet be addressed. So try to find out which specific mod is causing the issue and let the author know, and feel free to ask here if you have any further questions.
  5. Dieselpunker
    Dieselpunker
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    • 5 kudos
    I'm super excited to use this mod, the other one on Nexus had other shady changes included with it. I only use dogmeat as a companion and I'm evel 40 so this is perfect for me, thank you!
    1. zhool
      zhool
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      • 6 kudos
      no worries
  6. wirecutter
    wirecutter
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    • 1 kudos
    will they still be able to walk past mines without triggering them?
    that was tied to the vanilla sneak perk
    1. zhool
      zhool
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      yes, that is unchanged. Their perks unlock automatically as you/they get to the minimum level (presumably - if not they start out with rank 4/5 so also yes), so they will stop triggering floor traps at level 5 and mines at level 12.