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Amazing Follower Tweaks Plus and Chapter 3 Compatibiltiy

sranger

Active Member
Messages
193
Hi there folks.
I'm the author of AFT Plus, which is AFT with more fixes, features, and compatibility with other mods: https://www.nexusmods.com/fallout4/mods/59699

I've overheard there's some issues with AFT and Chapter 3, specifically with one of the side quests "Leverage" as well as just getting some of the new chapter 3 companions working.
I asked a couple of questions to Kinggath on stream to shed some more light, and it seems like because SS2 Chapter 3 makes a quest copy of the vanilla followerscript (which is heavily modified in AFT) so this is causing some problems.

I'd like to help investigate and figure out a way to fix these problems, if any ss2 devs or power users have vanilla-like saves (bare mininum mods like unofficial patch, etc.) of right before Leverage or where the SS2 companions are already unlocked so I can just test recruit them, I'd very much appreciate this.

Thanks!

edit: also if anyone can let me know more details about the SS2 companions:
do they interject in vanilla quest dialogue lines where vanilla companions already do so?
do they interject in new vanilla quests where vanilla companions previously wouldn't interject?
 
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Hi there folks.
I'm the author of AFT Plus, which is AFT with more fixes, features, and compatibility with other mods: https://www.nexusmods.com/fallout4/mods/59699

I've overheard there's some issues with AFT and Chapter 3, specifically with one of the side quests "Leverage" as well as just getting some of the new chapter 3 companions working.
I asked a couple of questions to Kinggath on stream to shed some more light, and it seems like because SS2 Chapter 3 makes a quest copy of the vanilla followerscript (which is heavily modified in AFT) so this is causing some problems.

I'd like to help investigate and figure out a way to fix these problems, if any ss2 devs or power users have vanilla-like saves (bare mininum mods like unofficial patch, etc.) of right before Leverage or where the SS2 companions are already unlocked so I can just test recruit them, I'd very much appreciate this.

Thanks!

edit: also if anyone can let me know more details about the SS2 companions:
do they interject in vanilla quest dialogue lines where vanilla companions already do so?
do they interject in new vanilla quests where vanilla companions previously wouldn't interject?
I hope you can get to the bottom of this. I use AFT and I can not recruit the "new" followers. (Jake, etc.) I am sorry, my save will not help you, it's got a lot of mods and it's barely functioning w/o crashes already. :) Good luck.
 
@twolargepepperoni is an official QA with the team! I’m sure if there’s saves you need, they can get them to you!
Correct, I have suitable 3.2.2 saves if folks want them for compatibility testing - easier to share those on discord.

@VersusXV may have shared those already when he reached out to me earlier but if not, give me a ping there, and I'll dig them up!
 
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Correct, I have suitable 3.2.2 saves if folks want them for compatibility testing - easier to share those on discord.

@VersusXV may have shared those already when he reached out to me earlier but if not, give me a ping there, and I'll dig them up!
thanks for the reply, i havent gotten those save file.
If you can attach them here, or message me in discord, please let me know!
 
Correct, I have suitable 3.2.2 saves if folks want them for compatibility testing - easier to share those on discord.

@VersusXV may have shared those already when he reached out to me earlier but if not, give me a ping there, and I'll dig them up!
thanks bb
 
thank you @twolargepepperoni for providing me the appropriate save files, I was able to swiftly investigate, triage the issue, and make a working hotfix in my test environment.
From asking Kinggath some questions last night on his stream and doing some of my own digging, I've identified as to why this is a problem:

SS2 makes a duplicate the vanilla quest script "followersscript" and uses that to manage the SS2 companions.
Because of this, this introduces a layer of complexity since many multi-follower mods edit followersscript to support multiple active companions in the vanilla follower system.
I was able to get SS2 companions recruited and working as functional by just changing the SS2 PickupCompanion and DismissCompanion scripts by doing what vanilla FO4 does in their own scripts for companions, which is just:

Code:
FollowersScript.GetScript().SetCompanion(aCurie)
FollowersScript.GetScript().DismissCompanion(Alias_Curie.GetActorReference())

This is what I changed in the actual PickupCompanion script for reference:

Code:
Event OnEnd(ObjectReference akSpeakerRef, bool abHasBeenSaid)
    If (!bOnBegin)
        ;simsettlementsv2:quests:followermanager FollowerManagerQuest = Game.GetFormFromFile(676893, "SS2.esm") as simsettlementsv2:quests:followermanager
        ;If (FollowerManagerQuest != None)
        ;    FollowerManagerQuest.SetCompanion(akSpeakerRef as Actor, True, True, False)
        ;EndIf
        FollowersScript.GetScript().SetCompanion(akSpeakerRef as Actor)
    EndIf
EndEvent

From what I understand from peaking underneath the hood and talking to some folks, the SS2 companions more or less just act like normal vanilla companions - they make combat grunts, locational idle commentary, etc.

So here's my final thoughts - I could make these script edits on my own and ship it as a compatibiltiy patch for AFT Plus, but it seems like SS2 should just be using the default vanilla followerscript functions instead of this FollowerManagerQuest? To me, it seems like the former is the much more compatible way of implementing this rather than duplicating FollowerScript into FollowerManager

However I don't know what the plans for FollowerManager in the future are or perhaps I'm crucially missing something. @kinggath let me know your thoughts. I know you mentioned last night you don't want to edit any vanilla records, but it seems like you don't need to to just leverage the existing vanilla followersscript.
 
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