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.
Is it technically feasible to change to this appearance? https://www.nexusmods.com/starfield/mods/10513 Because this robot company probably doesn't exist in current games, the appearance of the robots is different from existing ones
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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.
Because this robot company probably doesn't exist in current games, the appearance of the robots is different from existing ones