If I’d known they were going to allow for achievement friendly Creations when I was making Kilroy I might have considered it, but since he’s available on this site he’s not eligible to be made into a paid Creation, and only paid Creations can get approved to be achievement friendly.
At this point even if he was eligible I’d probably not do it as asking people to pay for something I initially released for free wouldn’t feel right to me. Kilroy was also a very quick mod to make to test out how followers worked in Starfield so I don’t think he’s near the quality level required for a paid mod.
I hope this helps explain my current stance, although I’m not averse to the idea of making paid Creations in the future but it would have to be planned from the project’s inception.
After a jaunt with Kilroy, I dismissed him and left him inside the lodge. I then unassigned him with the hope he'd assume his post outside the lodge or stay inside. In the crew menu it shows him as unassigned Jemison. However, he is not inside the lodge, outside the lodge, at the Spaceport, or as far as I can tell wandering around the area near the lodge.
I know I can assign him somewhere and hope he shows up, but where might I look on Jemison to find him? Where is he supposed to go when unassigned?
Thank you. I think he must be sightseeing for now. LOL I moved him to an outpost on a small island where he doesn't wander as his storage location. I had tried this at a number of outposts, but he got lost and disappeared. It was only on the small island where he stayed put. So I'm thinking he's a wandering laddie.
So far he is well behaved on a very small island - thankfully he is not a swimmer. Turns out he is a cheery addition to the place - worked out well. Still enjoying the mod even if our top student takes field trips in town.
So I installed this, alongside your other companions (who are all working fine!) and after the recruitment dialogue (after assigning him the first time), Kilroy immediately turns hostile and has to be killed. He still exists in my crew list, though, and can be assigned, though when he appears at his assigned location, he is immediately hostile again. I have never seen any option to set a skill list, nor does he have any skills listed in the crew menu. I am running lots of other mods, so I'm sure there is some conflict, but if you know of anything that would be causing this, I'd be glad for your input. Thanks.
Just had a question in relation to the following statement:
"Future Plans: A short quest to upgrade Kilroy (not sure what upgrades yet) would be nice, but may require moving from Small Master to Medium Master."
Would "moving" the size of a master necessitate a removal of the previous one? In other words, can I use Kilroy right now without the risk of having to take the current plugin out of my save and adding a new one?
I should probably edit that text a little as the combat upgrades for Kilroy have gone as far as I can take them with the tools available.
I'll be trying to avoid increasing the size of the plugin as it might cause issues with saves that use him, but if I have to do it I'll make sure to put a big warning on the download.
I'm currently working on that dialogue and on response dialogue to more situations, although honestly it could take a while as I've just got a puppy who chews my laptop cables whenever she gets the chance, and also makes doing audio recordings a bit of a nightmare.
An oversight in the script that assigns him to the crew. Currently he uses the default recruitment cost but I’ve got a fix ready as part of the next update.
He doesn’t charge you if you have no credits so I managed to miss it during testing as I was poor in the save I used.
[Xbox] [Request] Hey man. Can you merge all your companion mods into 1 mod? I just found out that there's a 100 mod limit on Xbox, and I have 100 mods in my load order atm.. So yeah.. With the limited number of mods we can have on Xbox, I think Xbox players will appreciate if you can make all in 1 version of all your companion mods there.
Kilroy is a bit too big, but I can maybe look into merging all the Critter Crew into one mod as there’s not too much in each of them yet. It’ll be quite some time either way though.
74 comments
If I’d known they were going to allow for achievement friendly Creations when I was making Kilroy I might have considered it, but since he’s available on this site he’s not eligible to be made into a paid Creation, and only paid Creations can get approved to be achievement friendly.
At this point even if he was eligible I’d probably not do it as asking people to pay for something I initially released for free wouldn’t feel right to me. Kilroy was also a very quick mod to make to test out how followers worked in Starfield so I don’t think he’s near the quality level required for a paid mod.
I hope this helps explain my current stance, although I’m not averse to the idea of making paid Creations in the future but it would have to be planned from the project’s inception.
Aflin
I know I can assign him somewhere and hope he shows up, but where might I look on Jemison to find him? Where is he supposed to go when unassigned?
I’ll look into adding/clarifying his idle location on the next update (which is still in the works, I promise!)
So far he is well behaved on a very small island - thankfully he is not a swimmer. Turns out he is a cheery addition to the place - worked out well. Still enjoying the mod even if our top student takes field trips in town.
I’m currently working on adding more dialogue for him and will look into ensuring he can’t turn hostile while I’m in there.
Just had a question in relation to the following statement:
"Future Plans:
A short quest to upgrade Kilroy (not sure what upgrades yet) would be nice, but may require moving from Small Master to Medium Master."
Would "moving" the size of a master necessitate a removal of the previous one?
In other words, can I use Kilroy right now without the risk of having to take the current plugin out of my save and adding a new one?
Thanks.
I should probably edit that text a little as the combat upgrades for Kilroy have gone as far as I can take them with the tools available.
I'll be trying to avoid increasing the size of the plugin as it might cause issues with saves that use him, but if I have to do it I'll make sure to put a big warning on the download.
Do I have to dismiss a companion fist, before it appears?
The first thing I do to debug is turn the mod off, make a save, then reload the mod to see if it’s reset.
If you’re still having issues after that just comment again and I’ll help you look for the cause.
Do I have to dismiss the current follower first? Sorry for the stupid questions.
He doesn’t charge you if you have no credits so I managed to miss it during testing as I was poor in the save I used.
Hey man. Can you merge all your companion mods into 1 mod? I just found out that there's a 100 mod limit on Xbox, and I have 100 mods in my load order atm.. So yeah.. With the limited number of mods we can have on Xbox, I think Xbox players will appreciate if you can make all in 1 version of all your companion mods there.