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The Fallout 3 Companions' Wheel does not work, is this intentional?

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You should be using TTWFixes,

Post by RoyBatty » Wed Jul 01, 2015 3:03 pm

You should be using TTWFixes, not YUP. Yesterday I installed all of Someguy's mods with the exception of BMF, and the companion wheels for Charon and ED-E are working fine for me. I also installed The Couriers Stash, so it's not that either.


 


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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

open console, click her, type

Post by Puppettron » Wed Jul 01, 2015 9:12 pm

open console, click her, type:  setplayerteammate 0


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Your load order is all wrong,

Post by RoyBatty » Thu Jul 02, 2015 1:36 am

Your load order is all wrong, and it was difficult to read like that. Put TTWFixes.esm after TaleofTwoWastelands.esm


Using YUP is probably what broke it and the NPC's are persistent in your saves.


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

sugarpunk wrote:

Post by Risewild » Tue Aug 02, 2016 9:53 am

[quote=sugarpunk]


 


I hate to bring a post back from the dead, but I was consulting this thread after having the same problem with talking to Clover, and after experimenting, I think I solved this. I noticed that many of the dialog topics in AWOP-NV's .esm referenced the Followers quest. I looked this up, and noted it referenced a formlist which was a list of followers. The Fallout 3 companions were not added to this formlist. I popped them in, loaded up my game, and voila! I can talk to Clover again!


[/quote]


Are you using the Companion Overhaul plugin?


You can find it here:


https://taleoftwowastelands.com/content/companion-overhaul-prerelease


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Make merge/bash patches. This

Post by RoyBatty » Tue Aug 02, 2016 8:11 pm

Make merge/bash patches. This is vital to a properly working game.


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Deathclaw_Mayor16
Posts: 122
Joined: Thu Jun 30, 2016 2:45 am

Are you using a merged patch?

Post by Deathclaw_Mayor16 » Fri Aug 19, 2016 2:17 am

Are you using a merged patch? That usually helps.



Deathclaw_Mayor16
Posts: 122
Joined: Thu Jun 30, 2016 2:45 am

Aboloft wrote:

Post by Deathclaw_Mayor16 » Fri Jan 13, 2017 10:34 pm

[quote=Aboloft]


 


Do not listen to anything Roy says he is incorrect. If you need help feel free to contact me :) 


[/quote]


Roy is one of the team member's that helps with the mod,you arent.He knows much more then you do about these things.All your doing by saying he's wrong is showing how arrogant you are.You just recently joined the site.Saying something like this on your first post is not something you should do and doesnt leave a good impression.



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