banner
Rating
Voted0

Companions return home

1
Mod version:1.1
Game version:all
The mod has been successfully tested for the absence of viruses
17549.72K418.96K

Report mod

  • image
  • image
  • image
  • image
  • image
  • image
  • image
modalImage

About This Mod

I don't know exactly why Bethesda made such a big omission, but after you put your companion in the settlement, you can never let him or her return to their former homes. This almost destroys the game when Piper talks about his sister Nat and worries that she will be left alone, but cannot stop her from sticking up in Sanctuary Hills and picking carrots all day long.


And Nick? A whole truck of cases to be solved at the agency, and one assistant who probably misses him to death, and all he can do is spend all day in the company of the rest.


Dance will lead the squad at Prideven. Deacon's reconnaissance missions won't go away by themselves. X6-88 needs to take care of his life and stop harassing my settlers. Preston... Well, Preston is the only one who seems happy to stay where he is.


Born out of necessity, this fashion allows Piper to finally return home to his sister. Nick to Ellie's. Dance is back with his squad. Deacon will return to his Railroad missions.


Everyone will finally be able to return to their lives, rather than be suspended in time and wait until you choose them.



----- Also take a look at Outfit Switcher, if you want to save, activate whole sets of equipment with the hotkeys by pressing one button including armor! -----


Usage



Option 1: Activator Version


After installing the mod you will receive two items in the AID section of your inventory - Send Companion Home and Send Companion to Home Plate.


Use them to set the place of dismissal of the companion to his original home or home pad.


When you dismiss a companion, exit the settlement selection menu by pressing the TAB key instead of selecting any item in it.



Option 2: Console version



IMPORTANT: If you are using a mod that replaces your companion system (e.g. UCF), use the cqf home resetactor <REFID companion command here> instead. The Mod will not be able to automatically detect the active partner if the companion system has been replaced.


I hope that Bethesda will release a patch for this behavior in one of the subsequent updates. I know that using items or the console is not exactly history-friendly, but I hope it will serve you well enough until the day when Bethesda finally allows companions to come home. A small note: if you don't want to, you don't need to save this mod after using the command! Your companion's default residence will remain in place until you explicitly decide to send it to another location. You can set this mod, "free" all your companions, and then delete it if you don't want to use it again. Or leave it in place. The console version is extremely lightweight, it changes zero forms and adds just two (!) new ones.


Similar Mods/Addons

Game Version *

all (Companions Go Home - Option 1 - Activator Version-10029-1-1.zip)