I was wondering if this was already done, as I'd like this option if it is possible to do so.
Allowing Companions to accompany you into F03 & FNV's DLC.
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				TheShadowPhoenix
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- RoyBatty
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				TheShadowPhoenix
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RoyBatty wrote:
[quote=RoyBatty]
Someone could do this fairly easy, it's a few scripts to edit.
[/quote]
	
	Maybe something to add to a future update for TTW? Cause funny story. I had Brisa with me, but I also had Dogmeat in my party when I went into Anchorage. When I entered the simulation part, not only Brisa came with me (as she's scripted to do in all of FO3's DLC, but not NV's DLC as of her latest TTW update), but Dogmeat was in the simulation too. I don't know if that was some sort of fluke or whatnot, but he was there. However when I tried going to Point Lookout more recently, I could only bring Brisa and Dogmeat was dismissed to Vault 101, same for Sergeant RL3 who was also with me.
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Vanilla Companions in DLC is
Vanilla Companions in DLC is a bug, that's been fixed for the next update (the test plugin is no longer being updated).
Allowing companions into DLC is out of scope for TTW, it's a mod someone can make if they wish.

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				TheShadowPhoenix
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RoyBatty wrote:
[quote=RoyBatty]
Vanilla Companions in DLC is a bug, that's been fixed for the next update (the test plugin is no longer being updated).
Allowing companions into DLC is out of scope for TTW, it's a mod someone can make if they wish.
[/quote]
	
	So what I encountered was a bug, then. An interesting bug, though. If I may ask Roy, which scripts exactly must be modified if I or someone else were to want vanilla companions, or any companions outside of ones scripted to come with you (Brisa again) to accompany you? I'd appreciate it if you can point out the appropriate scripts of Anchorage, Lookout, The Pitt, Zeta, Dead Money, Honest Hearts, Old World Blues and Lonesome Road and what to modify them as. Broken Steel isn't here cause...it's in the Capital Wasteland, so that's already covered. I'm asking this cause I myself am new to scripting in the G.E.C.K. Thanks ahead of time. :)
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				TheShadowPhoenix
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I...think I'm gonna need a
I...think I'm gonna need a bit more help here, Roy. Do you think you can elaborate a bit more on your previous statement?
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If you open it in FNVEdit you
If you open it in FNVEdit you can see which scripts/dialogue are altered much easier than in GECK, note them down and then look at them in GECK to get an idea of what prevents companions from going with you. There are functions and calls to them.

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				TheShadowPhoenix
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RoyBatty wrote:
[quote=RoyBatty]
If you open it in FNVEdit you can see which scripts/dialogue are altered much easier than in GECK, note them down and then look at them in GECK to get an idea of what prevents companions from going with you. There are functions and calls to them.
[/quote]
	
	Ahhh, okay. So use FNVEdit to see which scripts are the ones that allow you to go to the DLC, and then modify them in the G.E.C.K. One on nexus have already tried doing just that with Zion, as there's a mod already on there that allows players to take their companions with them while the DLC's story is still going. (Example here: http://www.nexusmods.com/newvegas/mods/63096/?)
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				paragonskeep
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Here are a couple to check
Here are a couple to check out if you wish.
http://www.nexusmods.com/newvegas/mods/55474/?
http://www.nexusmods.com/fallout3/mods/15409/?