Fallout 3 Multiple Companions Mod
LINK - https://shoxet.com/2sZxF9
Mod companions not following you is fairly common with Fallout 4's mod companions. It means it either installed wrong or it's just a bug with the mod, most likely the latter as I don't think that Workshop can install anything incorrectly.
Has anyone played around with trying to get and keep multiple companions in Fallout 4? I'm mainly wondering if anyone has tried to acquire multiple companions and if so, list the ways you can do it here and I'll create a little guide if there are enough ideas. Thanks!
Followers Enhanced (FWE Optional Module)FWE includes an optional "Followers Enhanced" module that significantly changes how companions function. There is both an Broken Steel version and a Non-Broken Steel version of this mod. Use only one version. If using one of these optional modules, you will see the following changes:
Companions now much more lifelike, and will use stimpaks and chems in and out of combat to heal themselves and improve their fighting abilities. The following changes apply to all companions except Dogmeat.
Stimpaks will heal for 50% of the followers max health PLUS a bonus based on the player's medicine skill (equal to your medicine skill / 4; as a percentage). 100 medicine, you'r companions heal for +75% of their base condition when they use a stimpak. Stimpaks also heal the condition of all six body parts (head, torso, left leg, right leg, left arm, and right arm) by the same percentage. Body part condition ranges from 0 to 100 percent. A crippled limb has a condition of zero.
Threats flanking or approaching from behind can be harder to detect when alone. Thankfully, Fallout 3 allows the player to team up with NPCs. This makes traveling safer and has many other benefits like companionship and interesting dialogue in both video game storytelling and gameplay.
The beauty of Fallout 3 is that many of the followers and companions on the player's side serve different roles. Each can come in clutch depending on what the player is currently focusing their efforts on. Sydney is a case of a specialized follower who is invaluable in certain instances.
She doesn't require a Karma threshold, for example, and is therefore one of the best Fallout 3 companions to have while exploring the ruins. When looking at her stats, Sydney's highest numbers come in Strength and Perception, which makes sense given that she considers herself a specialist when it comes to relic hunting, often requiring self-protection and analysis of one's surroundings.
For fans to save him they must follow a specific set of actions, otherwise, he'll be found dead. Among the roster of Fallout 3 companions it's unclear if Maclaren holds any value in terms of moment-to-moment gameplay, but saving him is a moral and empathetic victory worth striving for.
Hoss, a member of the Brotherhood of Steel, is the best of all the temporary companions one could have. The player can find him near Falls Church, where he will be attempting to aid a trapped initiate named Pek. The Lone Wanderer can help him, though it is uncertain why such a well-armed paladin needs assistance.
She has average combat skills, wielding a sawed-off shotgun and a Chinese officer's sword, but is not as strong as other permanent companions, though she tends to compliment the player quite a lot, which can be great for a morale boost while traveling the arid landscape.
Mister Gutsy robots are highly underrated as companions. They can take a beating, dish out great damage, and don't get caught up on terrain thanks to their ability to hover. If one has Neutral Karma, they can purchase "Sarge" from Tinker Joe between the RobCo facility and Tenpenny Tower.
Everyone's favorite wasteland rascal is a staple in all Fallout games, although each title features a different dog that simply happens to go by the same name. Regardless, this jovial pup is pleasant to have around and can be immensely helpful. If the player rescues him from attacking bandits in the scrapyard south of Minefield, he will remain eternally loyal to the player and follow them regardless of Karma or other companions being present.
If you've also got the popular companion mod Heather Casdin (opens in new tab) installed, its creator LlamaRCA has recorded almost 150 lines of additional dialogue in case you bring her along on the new quests. To pal around with multiple companions, Unlimited Companions Framework (opens in new tab) is recommended for bypassing the regular follower limit. It's worth it just to have Dogmeat around without having to dismiss someone.
Fallout 4 is one of the best PC games till date. However, one thing that does bother me about the game is how you are only supposed to have one companion at a time. Like what if you need multiple companions to fight with you? To take care of your settlements? Or to simply accompany you?
This companion mod is actually a LooksMenu preset pack that totally recreates all the humanoid companions from Fallout: New Vegas and Fallout 3, bringing them to Fallout 4. It adds the following companions from the two games:
As you can tell from its name, the New Vegas Companions mod adds some of your favorite companions from New Vegas to Fallout 4. You can find these companions spread throughout the Mojave Wasteland in various locations:
If you are a fan of Modern Warfare, this is the perfect Fallout 4 companions mod for you! This mod adds the infamous Ghost and Price from Modern Warfare 2019 to Fallout 4. Both these companions are fully voiced with up to 80 unique dialogues. These include combat, trading, greeting, and enemy detection scenarios.
The SKK Unlock All Companions mod allows you to have all the 13 base game and 3 DLC companions in Fallout 4. The mod will have all these companions at your disposal without you having to finish any quests. You can set the default hostility, health management, and weapons for these companions.
You can install the mod at any point in a new or save game to have every companion available for you right away. As far as the companions who are not dependent on any quest are concerned, you will see a confirmation warning to avoid any problems later.
Have you ever wished you had your own army of companions? Well, thanks to the NPC and Companions Workshop mod, you can now! This mod allows you to create a huge army of creatures, followers, and settlers. You can have an army of over 800 different types of NPCs, including guards, specialists, settlers, followers, and creatures. All the creatures are included from the game.
You can have as many companions as you want and place them anywhere at any desired time. They will automatically run for you. You can even talk to them, change their items, change their face or body, experience romance, and rename them.
The Noble Team Companions Redux mod adds 6 completely voiced followers to Fallout 4 who will function as your companions without occupying the companion slot. The mod adds over 2,000 unique voiced lines as well as a Command Radio System like the FCOM! with a Holotape that explains how to use the radio system.
The Dogmetal mod replaces the Dogmeat in Fallout 4 with a Dogbot. It also has the option to add three dog robots so you can become the pack leader. These dog robots have unique armors, more health power, heavier armor, sneak, no fall damage, can inflict more damages to dogs, and are immune to radiation and poison. These dogs are recruitable and will wait for you (the master) in the Sanctuary shelter. You can even recruit multiple dogs at once. 2b1af7f3a8