Load orders are important. Find the files from this mod and add some letter Z's in front of the filename. example: zzzOldWorldBluesCompanions.esp and then re-enable it when you load up the game
the 3 Zs forces the load order around. Most conflict issues are mods loading before the base game/dlc it was designed for Another example is: Better Junk Rounds mod loading before Dead Money causes issues with using Junk rounds. renaming BetterJunkRounds to zBetterJunkRounds causes it to load after Dead Money.
To allow companions to travel with you to Big MT when using the teleporter you need to edit the script in GECK
-Select OldWorldBluesCompanions.esp and set it as active file -Switch to the *All option on the left side of the screen and paste "NVDLC03WeapTeleporterSCRIPT" into the filter box -Right Click it and choose edit then when it's open click within the text field and ctrl+f "companion" to find the right line -Remove this entire section--
For some reason this won't let me bring my gang with me to Honest Hearts. Jed keeps telling me I need to come alone.
Edit: For some reason the the Exit out of Zion was open and I was able to go thru that and make my companions wait there and then teleport back inside to Jed and start the Quest using the console commands:
player.moveto xx009e7c XX being 02 for me. This would move me back to Jed while my Companions waited outside the Exit in Zion
setstage 02008891 100 and this After using the console command and targeting Jed advances the quest as normal.
after getting the jed dialog bug, setstage 020008891 100 worked for me without selecting jed...it skipped the intro and teleported me and my 4 modded companions to the area before the ambush advancing as normal but left veronica in the northern passage until i was able to fast travel then she joined me.
I was getting a bug where despite using the companion dismissal terminal and using console commands to make sure all companions were dismissed, I was getting the message at the canyon wreckage saying I still had companions with me. Because of this I was unable to start Lonesome Road. I used this mod, specifically the Lonesome Road ESP and was able to bypass the glitch. So far the ESP works perfectly and has not caused any issues. Thanks!
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Find the files from this mod and add some letter Z's in front of the filename. example:
zzzOldWorldBluesCompanions.esp
and then re-enable it when you load up the game
the 3 Zs forces the load order around. Most conflict issues are mods loading before the base game/dlc it was designed for
Another example is:
Better Junk Rounds mod loading before Dead Money causes issues with using Junk rounds. renaming BetterJunkRounds to zBetterJunkRounds causes it to load after Dead Money.
The Mall is not part of Fallout 3's DLC content.
-Select OldWorldBluesCompanions.esp and set it as active file
-Switch to the *All option on the left side of the screen and paste "NVDLC03WeapTeleporterSCRIPT" into the filter box
-Right Click it and choose edit then when it's open click within the text field and ctrl+f "companion" to find the right line
-Remove this entire section--
+++++++++++++++++++++++++++++++++++
If ( VNPCFollowers.bHumanoidInParty == 1 ) || ( VNPCFollowers.bCritterInParty == 1 )
ShowMessage NVDLC03TeleporterNoCompanionsMsg;
Else
+++++++++++++++++++++++++++++++++++++++++++++
I have no real experience modding so do this at your own risk but it's working fine for me.
EDIT: I know this probably isn't allowed but I figured I would just upload the modified ESP anyway. (Don't ban me >.>
http://www.mediafire.com/?0pun0cncm0oruqy
Edit: For some reason the the Exit out of Zion was open and I was able to go thru that and make my companions wait there and then teleport back inside to Jed and start the Quest using the console commands:
player.moveto xx009e7c XX being 02 for me. This would move me back to Jed while my Companions waited outside the Exit in Zion
setstage 02008891 100 and this After using the console command and targeting Jed advances the quest as normal.
Hope this helps to anyone having issues.