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Control all your companions from the Command Headset. No more running frantically after your companions so you can click them to give orders. Many advanced companion actions. This mod is in the Beta stage until NVSE releases a non beta download.
Remote Control Companions V.06b
This is a beta release and some features may change in the future as NVSE is updated.
This mod requires the latest version of NVSE (currently v1.0 beta 4)
Fixed a script error created when using the move to option, and selecting the all button. This would break that script preventing access to that menu again. The error is fixed in the version, but if you are a victim of the bug the only way to get things working again is to remove the mod from the load order to create a clean save, then reinstall the mod. That will reset the script with the error.
Caught and fixed a problem with buffout addiction not working as intended (companions would become addicted every time, and the withdrawal effect and addiction message would go into effect 5 seconds after using buffout instead of 240 seconds like it should be). Forgot to change some code I was using for testing the effects.
Added options for using stealthboy and a few select chems on your companions. Currently you can apply Buffout, Doctor's Bag, Med-X, Psycho, and Stealthboy provided that you have them in your inventory. Each companion will have a small chance to become addicted to addictive chems. You can monitor your companions addictions through the view stats/heal companions menu. If they are addicted it will display as 100%, not addicted displays as 0%. Companion addictions can only be cured at the New Vegas Medical Center, and the Old Mormon Fort. Simply enter either location and an option to cure the addiction will become visable when viewing the addiction menu.
Addicted companions suffer the same withdrawal symptoms as the player which can be temporarily relieved by taking more of the addicted chem.
Using Stealthboy while sneaking with companions will allow them to remain passive as long as you are not detected.
Added fixed code to correct some menu looping when using the healing options from the menus. May need to turn off Companion Health Warnings, then turn them back on to gwt that function working again.
Added the ability to use antivenom on followers affected by poison. The new option resides in the Edit Stats/Heal Companion selection. Choose to view Vital Statistics, and if that companion is affected by poison (and you have Antivenom in your inventory) you will see a selection to Use Antivenom. The selection is also available if you have the Companion Health Warnings turned on, but again is only displayed providing the companion is poisoned, and the player has Antivenom.
Fixed an issue with the patrol points where using existing patrol path wasn't being displayed as an option for players that had previously set at least one up.
Fixed some menu looping when selecting not to heal a companion after getting the low health warning. Should work properly now.
Fixed a few menus that weren't looping back to the main menu when pressing exit. All selections inside a menu should bring you back to their main menu now where you have to click exit to terminate commands. This is intended so that you can string multiple commands together without having to reactivate the headset.
Fixed the companion wheel selection to properly display each companions wheel. Some companion wheel options still only work with vanilla followers like follow wait, and melee/ranged.
Added a new option under the Actor Status selection "Teammate Status" to deal with an issue where companions will follow during fast travel even if told to wait. This was necessary due to changes Obsidian made in the last patch where they made all player teammates follow during fast travel that don't have a "waiting" variable in their scripts. If you don't want your companion following you during fast travel make sure to turn player Teammate off using the actor status selection. This maybe isn't the best way to address this issue, but it's what I am faced with with the current status of the last patch. When player teammate is turned off you will not be able to access the companion wheel normally, or through this mod, and you will not be able to share items with your companion. Report any issues you encounter with this new option, or any other problems to the comment section where you downloaded the mod, thanks.
This mod allows you to issue commands up to eight companions remotely. An inventory item called the Command Headset will be added on starting the mod. Set it to a hot key for best results, then simply press your hot key to browse the list of companion options.
This mod does not add any companions to the game. Instead it allows you to give orders to any companions set to player teammate, even companions added by other mods. No need to be close enough to your companion to click them for options just bring up the Command Headset.
To add a companion select the Add a Companion option, then activate the companion you want to add same as if you were trying to talk to them. If you get a message that the actor is not set to player teammate then you will have to use the console to set them as a player teammate. Just open console, click the actor so it's name shows at the top of the screen and type "setplayerteammate 1" without the quotes.
Menu one accessed by pressing your assigned hotkey, or by clicking it in the inventory.
Warp a Companion to Me
Add a Companion
Remove a Companion
Edit Stats Heal Companion
Menu two accessed from the more selection in menu one, or by holding down the zoom key and bringing up the headset.
Enable/Disable Companion Low Health Warnings
Lock Companions Gear - not implimented until NVSE adds inventory functions
Unlock Companions Gear - not implimented until NVSE adds inventory functions
Remove Script Package
Menu Three accessed from the more selection in menu Two, or holding the grab button and bringing up the headset.
Move to Target
Menu Four accessed from the more selection in menu Three, or holding the use button and bringing up the headset.
Print Companion Names to Console
Print Home Names to Console
The Companion wheel is only fully functional with the vanilla followers. Selections, follow/wait, and melee/ranged won't work on other NPCs when using the companion wheel.
If you need to use your companions default packages make sure to use the Remove Script Package option to clear any packages added by this mod.
Some of the options in the third menu won't be persistent unless the actor has no AI packages added to them in the GECK. They will remain persistent as long as the player is in the same area though. For this reason it's always best to set your companion to wait mode before adding then as a companion with this mod. That way if a package added by this mod expires the actor will remain in the area.
For sit and sleep packages you should make sure the companion is close to the furniture item you want them to occupy.
Currently setting actors Essential/non-essenital is broken on normal mode. I have created a work around using a token which should kill your companion if you set them to non-essential in normal mode, and they are knocked out. It may not work 100% of the time, although I haven't had it break for me, but it's the best that can be done unless they fix the bug.
Share - Opens the selected companions inventory
- Sets the selected companion to follow mode
- Sets the companion to follow at a greater distance
- Sets the companion to wait at their current location
Warp a Companion to Me
- Choose to immenditely move one or all of your companions to your location
Add a Companion
- As stated above this is used to set your companions to a numbered slot in the menus
Remove a Companion
- This will remove a companion from their current slot, and remove script packages added by this mod
View Companion Stats
- Lets you view your companions S.P.E.C.I.A.L. attributes, Skills and Vital Statistics. You can also edit your companions stats from this menu by selecting Edit under the skill set. This Edit option will track the points you have removed, and added. You must first remove a point to be able to add it somewhere else. Stored points are displayed on the first line of the menu, and if greater than 0 you will not be able to exit the menus until you spend those points. S.P.E.C.I.A.L and Skills can be edited using this option. From the Vital Statistics menu you can apply Stimpaks (if you have them in your inventory) to your companions health and body parts. Healing is based on the same system used to heal the player, but will not be effected by mods that alter Stimpaks. There is also a selection to show companion addiction to chems when chems have been used from the Stealthboy/Chems menu.
- Open your companion's wheel. Only vanilla followers will benifit from all companion wheel commands.
Enable/Disable Companion Low Health Warnings
- This will enable, or turn off, warnings when your companion is down to 25% health. You can select to then heal your companion using a comprehensive healing menu, or ignore the warning and turn them off.
- Lets you toggle Essential and Quest item settings on or off on your companion. Essential means the companion can't die, but can be knocked out for a brief period of time. Quest Item will give your companions priority when the player is changing progress states, like moving through a load door. It will also prevent dead companions from being removed from the game if the cell they are in is reset. This can give you time if you want to resurrect them but don't have the chems. Most of the companions are not quest items so use this setting to change that. Added a third option to toggle on and off player teammate status to deal with player teammates following the player during fast travel when given the wait command.
- Companion died and you are sad? You must have one each Med-X, Buffout, Jet, and Stimpak to resurrect your companion.Target the downed teammate with your cross hair and use the resurrect option. You must be close enough that you can activate them for this to work. Make sure to take any items you gave them before using this option in case their inventory gets reset. I am removing their items to a safe container, then replacing them after they are resurrected so you may not have to remove their stuff, but better safe then sorry. It has been reported that resurrecting actors can cause crashes in some cases so make a save before you resurrect them if you have any doubt. This option will reset some variables relating to the death of the follower to ensure nothing is broken by resurrecting them. It will also set them to follow default mode when resurrected. I have tried to reset all variables for vanilla followers, and give the player their perks back so that shouldn't be a problem. If your companion dies though you may fail their quests even if you resurrect them. If this bothers you leave them as essential until you finish their quests!
Lock Companion's Gear (not avaliable yet)
- This option opens an empty container where you can add items you want your companion to equip. Just transfer items from your inventory to the empty container and your companion will equip those items, and be unable to remove them. Only works for wearable items and weapons. With forced gear you will be unable to remove the items your companion has equipped when using the share items option. To unlock those items so that they can be removed use the following command "Remove Force Companions Gear".
Unlock Companion's Gear (not avaliable yet)
- This will over ride the above command that locks the companions gear, and open his inventory so that you can remove/add items with out them being locked in equip mode.
Remove Script Package
- This option will remove script packages added by this mod. For some companions it may be necessary to use this option if you elect to use your companions normal commands instead of using the Command Headset. If you use your companions normal commands after using a command from the Command Headset, and they do not respond use this option to force them back into their default behavior.
- Order your companions to take up to 5 shots at a target with their current weapon from their current position. Won't cause detection in some cases if the distance is great enough.
Move To Target
- This option will place a blue shaded actor into a position near your cross hair. This actor represents the relative position that your companion will try to reach when giving this order. Pressing the attack button will increase the distance of the Marker NPC, and the zoom button will decrease the distance. When the Blue shaded actor is in a position you want your companion to move to, press the activate button then order your companions to Run, Walk, or Sneak to the location. Use this as a type of tactical order to get your companions into positions you want them in. This option can be used even in combat to have your companions move to another location while laying down cover fire, or even retreat if you select an area far away from the fighting. Additional adjustments can be made to the Marker Actor. Holding the Attack and Zoom buttons will raise the Marker Actor. This can be used to set him at levels higher up that he could not normally reach (of course if the area doesn't have a clear path that your companion can navigate to the location they may not try, or they may take an unusual path determined by the pathgrid, so use your common sense). Pressing the Grab key will rotate the Marker Actor clockwise. When your companion reaches their destination they will face the direction the Marker Actor was facing, so you can use this to orient them properly. Lastly you can adjust the speed at which the Marker Actor moves to and away from you by holding down the run key to increase the speed, and the sneak key to decrease speed. The adjustment is very gradual so it may take more than 10 seconds to notice a difference.
- With this option you can set up 4 different patrol paths, and have your companions use them. You have the choice of 2,3,4 or 5 patrol points which you place by pressing the activate button for each point. Once you set the path up you can select one of your followers to start patrolling the points you have laid out immediately, or you can select abandon which leaves the path points in place, but doesn't assign an actor to patrol them. Select the next command "Use Existing Patrol Points" to get actors to follow patrol points already set up. You can set these up out side your homes, or where ever you need, and they will remain there and usable with the use existing patrol points option. You can relocate them at any time also.
- Selected companions draw their weapon until told otherwise.
- Selected companions holster their weapon unless in combat.
- Allows you to apply selected ingestibles to your companions.
- This package will allow your companion to wander around and use random idle markers if they are present in the current cell. This command is not persistant so it should only be used when you are in the same cell as your companion. If you reload a save or the actor re-evaluates their packages it will be removed.
- Should allow the actor to sit if a chair is near their location.
- Actor will eat iguana bits. Most times they will try to find a place to sit when eating. If they don't have iguana bits it will be added for the package. Sometimes they may drink even though they should be eating. If this happens try giving the command to refresh the AI.
- Actor will drink a Nuka Cola, or a beer based on a random percent. Again they will try to find a place to sit when drinking, and a drink will be provided for use in the package.
- Actor will sleep if a non-owned bed is near.
- You can mark up to eight locations, and tell your companions at any time to travel to one and wait for you. It could be your home, a bar, a casion, anywhere really that you mark beforehand.
Print Companions to Console
- This option will print the names of actors you have added to the Command Headset Companion List to the console. After using this option open the console (default button is ~) and you will see a list like the following...
Print Locations to Console - Works just like the Companion version, but prints the locations you save with Go Home.
Extract the contents of this archive to the Fallout New Vegas folder. Select the RemoteControlCompanions.esp in the data files section, and launch the game.