while i do have a post on the above mentioned web page just wondering in any one here has experience with this mod as it will not work for the "willow" companion mod..i have told her to wait somewhere and then recruited her but when i press the button for the control options it tells me i have NO companions..any ideas? Images; Latest chevron_right. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. New command type: 'Heal/Repair'. It's awesome! Note that you first have to enable this option from the MCM control-panel. First I had Jericho and sergeant RL-3 from fallout 3 then I got, Charon, a canon ghoul companion and Jericho stopped following me. This mod is designed to revolutionize the way companions are controlled and interacted with, rendering the companion-wheel obsolete and bringing new elements of team-work and tactics, with the intention of making the game look and feel more as a proper role-playing game than as an action-shooter. Support . New command type: 'Use Crafting Station'. Numerous tweaks to all the scripts, to further improve efficiency and reliability. save hide report. Modified the appearance of both the companion and command bars. The mod now requires NVSE version 4.2b2 (or newer). To use it, simply go into stealth mode before commanding the companion(s). New: 'Companion Settings Panel'. I am requesting any help or insight to understanding an issue I'm having with JIP Companions Command and Control. * Fixed an error which was responsible for crashes (prominently in The Sink dialogue). * ReloadEquippedModels - Fixed an issue where the function would erroneously equip armor addons, which could not be unequipped through normal means. Fixed a glitch where the commands bar would no longer respond if it was open when a companion was added/removed from the avatars bar. 3. Fixed a couple of issues with the 'Companions Don't Require Ammo' option. Log in to view your list of favourite games. * bEnableNVACAlerts - If NVAC is installed, enable this setting to receive in-game alerts in the event an exception has occurred in the game's code that was successfully handled by NVAC. > Fixed an issue where the pip-boy light would occasionally be turned off when outdoors. * 'bEnableFO3Repair' - This optional feature got broken in the last update, and is now fixed. Get Vortex. Media . * Fixed the light setting in projectile forms, which was completely broken. JIP Companions Command and Control. Instead just do what is necessary to recruit them and force dialogue … For some reason I can't get JIP Companion Command And Control to work with MCM, every time I load my save it tells me it can't find MCM so I can't edit the settings, however I do have MCM which works perfectly fine with Project Nevada. Most endorsed chevron_right. Integrated fixes done by FOOK, MMUE and YUP to several trap scripts, to resolve a conflict with these mods. Fixed a couple of NVSE functions that could potentially cause CTDs in certain cases. Restores several broken game features. 2. New chevron_right. Install normally - JIP CCC avatar for Todd, a companion added by The North Road. Several tweaks to Loot/Pickpocket command and to force-recruited companions. Fixed a bug where all weapons were shown in the inventory as using the "MCA" ammo-type when 'Companions Don't Require Ammo' was enabled. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. * ClearModNVSEVars - The function is currently incompatible with the latest NVSE "releasefast" build, and will therefore be disabled when using that version. Added an option to "disable" the companion-wheel, going straight to dialogue when interacting with a companion. Taken from the Perk-Style JIP CCC icons in Gameplay - Mechanics NOTE: Only needed if you installed JIP Companions Command and Control from Gameplay - Mechanics. New Vegas. Adding custom companion-avatars no longer requires using a script nor an additional patch. * SetOnMouseoverChangeEventHandler - Fixed an issue where registering a handler for MenuMode 1013 while in the main menu would break the UI. Here is my mod load order FalloutNV.esm CaravanPack.esm … Sending a companion to his home marker will now remove him from the companions bar. ... New Vegas Strip ReDone.esp. * Fixed a bug where selecting a body part in the VATS menu would not deduct the correct damage amount from the damage indicator bar. Several tweaks and fixes to home-markers, force-recruit, heal/repair, and NCCS companions. Fixed several potential issues with NCCS and RobCo Certified companions. New: It is now possible to configure two shortcut hotkeys for giving express commands to all companions at once. Page 15 of 272 - JIP Companions Command and Control - posted in File topics: This mod is great, but i cant use it. He will be automatically re-added the next time you rendezvous with him. > Medicine skill bonuses will no longer boost the magnitudes of detrimental effects of medicine items. So I decided to try and make one using JIP's tutorial. Greatly improved support for RobCo Certified followers. Note: The only changes in this update are bug fixes in the code used by JIP MiniMap, and therefore it is only relevant for people using the said mod. * SetSoundTraitNumeric - Fixed an issue where modifying certain traits unintendedly affected other sound forms using the same source file. Most preferences are now saved in an INI file and remain persistent across saves/sessions. * Patched the NVSE functions Get/SetWeaponAttackAnimation to return/set the correct values for F:NV animations. * Fixed an issue where DR modifiers from ammo effects were not applied correctly on calculated hit damage. * ModelHasBlock - The function now also accepts a base form as argument; the target 3D model no longer has to be loaded for the function to work. The only thing I can think of is the JIP NVSE plugin has been installed somewhere other than the NVSE\Plugins folder. CombatEnhancer.esp. This mod is an extension to the New Vegas Script Extender (NVSE). The 'Hack/Pick/Disarm' command could sometimes be glitchy when used during combat. * Fixed a bug when using very large numeric values in FalloutCustom.ini. * OnCrosshairOff event - Fixed a CTD risk in cases where the last crosshair reference became invalid. Fixed a CTD that could occur when looting a dead actor who had dropped his equipped weapon on the ground. Bug fix: Guard command will no longer allow selecting invalid locations (such as mid-air). chevron_right. So I decided to try and make one using JIP's tutorial. I have JIP Companions Command and Control and three companions but one of them is just standing there and not following me. Endorsements. * The text input interface has undergone a major overhaul. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Needed for the function to register and attach new ash pile. VORTEX The powerful open-source mod manager from Nexus Mods. > Survival skill bonuses will no longer boost the magnitudes of detrimental effects of food items. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. Close. If omitted, the function will return whether the pip-boy light is on, without changing its state. too far or unconscious) and cannot be given commands. All avatars were remastered and are now also in full-colour. Fixed a MASSIVE issue when using a game controller, breaking several key game functionalities (dropping items, deleting saves, and likely more). New feature: 'All Companions Are Essential'. It is now possible to "remove" companions from the avatars bar, so that they are no longer displayed or can be selected. This mod is designed to revolutionize the way companions are controlled and interacted with, rendering the companion-wheel obsolete and bringing new … * SetAnimObjectIdle - Fixed number of arguments (2 instead of 1). Todd JIP CCC Avatar. 1.4.0.525 (the latest official patch)NVSE 5.0 beta2MTUI ver. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. > Now returns a float value (instead of int). - posted in New Vegas Mod Talk: For anyone who is still unsure about this issue: I found that the Force Recruit mechanic doesnt work on all Followers, especially if you are using TTW. This update is a love letter to JIP as many of his functions were used here. * Fixed a bug where GetItemCount would sometimes return a non-zero count for items that are not in fact in the container. * SetLevel (vanilla function) - The function was patched and will now set the correct XP value for the level (when called on the player). Watch Queue Queue. Quite a long list of tweaks (including improvements in AI, Infinite Companion Ammo, and in several core processes of the mod). Recently added 40 View all 1,139. Added five optional pre-set locations to select from when setting home markers. Fixed an issue with menu event handlers, occasionaly causing CTDs in the repair/item mod menus. * ModBaseActorValue will now work properly on leveled actors. Close. Fixed another (and hopefully, final) horrendous issue with SetGameMainLoopCallback. Close. Fixed an issue where force-recruited companions were attacked on sight by the Securitrons guarding the entrance to the Strip. file type Game mod. * PlaceAtCell - Fixed an issue where calling this function would cause any subsequent calls to MoveToCell to use erroneous X/Y/Z coordinates. Fixed the 'Relax' command (which was broken since v1.95). Added support for the German "no gore" version. Fixed IsSoundPlaying, which became partially broken in the 55.50 update. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. New Vegas. Fallout New Vegas ; Mods ; Companions ; JIP Companions Command and Control; JIP Companions Command and Control. chevron_right. There are 8 main companions in Fallout: New Vegas that you can unlock by completing quests, killing enemies, or using skills. Implemented a method that would enable other modders to inject their companion's unique avatar to CC&C. * GetFormMods - Fixed incorrect return type. Mandatory. 13,654. This mod is designed to revolutionize the way companions are controlled and interacted with, bringing new elements of team-work and tactics, with the intention of making the game look and feel more like a proper role-playing game than an action-shooter. * The mouse scroll wheel can now be used in the quantity prompt menu for (dec-)increasing selected quantity. * With the 'bLocalizedDTDR' optional patch enabled, highlighting a body part in VATS will now display the localized DT of said part. * Fixed dialogue combat reactions/comments, all of which were completely broken. (full description found in the INI). JIP LN NVSE causing crash to desktop on the bethesda splash screen. Must use version 54.40 (2018-08-25) or newer. This issue happens once … Press J to jump to the feed. New: 'Slow-Motion Mode' - Slows down the game by up to 80% when using the command interface. Added support and portraits for companions added by the More Perks mod. last update Thursday, August 22, 2019. downloads 4517. downloads (7 days) 47 (See description tab/readme for more details on both) ... New Vegas. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Hello! > Fixed CTD issue when activating a locked-out terminals. > May now be used to return/set Clip Rounds. 1. * Fixed item value and weight display in the crafting menu. This option is enabled/disabled from the MCM control-panel. * SetOnDialogTopicEventHandler - Now supports Topic Infos. Fallout New Vegas. Several vanilla HUD elements are now automatically re-arranged so that they do not overlap with, and are not concealed by the companions bar. I had lost Boone in my game entirely, but taking the elevator made him reappear. All rights reserved. - Open-ended quest/worldspace mod with many new quests, NPCs, weapons, etc. (Note: Requires bIgnoreDTDRFix to be enabled). Log in to view your list of favourite games. New Vegas. * GetActiveEffects - Fixed filtering by effect-type (which was broken). All the commands should now work properly. * bLoadScreenFix - Forces the load menu to give priority to location-specific load screens (if any are found to match current location) when selecting a load screen to display. This was the source of various issues and crashes. Added an optional, alternative visual style for the companions bar and the commands bar. Thanks and credits for RoyBatty for his invaluable help debugging this, and for carxt for fixing the death reactions. RetrievableThrowables.esp. You can select (from the 'Interface' section in MCM) either the old "Classic" style, or the new "Light" style, which some people may find more immersive (and less intrusive on the HUD). All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You must get permission to earn Donation Points for your mods if they use my assets, A Golden Opportunity - Legion El Dorado Quest, A.C.E. Trending chevron_right. +New Vegas Trade Center +The Weapon Mod Menu-MiscMods_separator +Gedon Vaultboy Images 1_0_0 +DesertersFortress_Update-44717-1-1 +Deserters Fortress +More Perks for Old World Blues DLC 1_0_5 +More Perks for Honest Hearts DLC 1_0_9 +More Perks for Dead Money DLC 1_0_9 +More Traits +More Perks for Companions +More Perks - New Vegas The function will now return an array, as intended. * SetScale (vanilla) - Expanded the min/max scale value interval from [0.01, 10] to [1e-4, 100]. 1. i would appreciate it thanks. See description tab/readme for more details. * Fixed an issue where this patch would sometimes not be applied at all. This option can be reversed by selecting 'Restore Hidden Companions' in the control panel. Close. * GetCalculatedWeaponDamage - Refactored and improved; Can now also be called on weapon references placed in the world. See description tab/readme for more details. JIP Companions Command and Control : http://newvegas.nexusmods.com/mods/504682. Unlimited companions patch is now integrated in the mod, and can be switched on/off from in-game, at any time. Afterwards, you highlight your companion in JIP and press scroll wheel button and you should see the options. 3 months ago [FNV] [TTW] JIP Companions bugging out, need help. * Fixed an issue where ash/goo piles of respawning actors would not get cleared by the game when the parent cell resets, and would thus remain forever. I am currently following ESARRBEEs guide, and i downloaded everything correctly according to the guide and it says (in console) that jip didnt load correctly. Knights of honor mods deutsch. * Fixed a possible general protection error which may have caused CTDs. I recently started playing Fallout: New Vegas again and am using JIP's newest mod, Companion Command & Control. See description tab/readme for more details. share . Companions that are made using the NosCo and EZ companion systems are now fully-supported. * Gun shell-casings' lifetime in 1st person now uses the fGunShellLifetime GMST (as in 3rd person), instead of being capped at 2 seconds. Fixed warning of outdated NVSE version; added warning of too many loaded plugins (> 139). Added avatars for Beyond Boulder Dome and Project Brazil. I used version 54.31, but you probably can't go wrong just grabbing the latest one. Required for the functions to change a sound's file path. The Mod Configuration Menu.esp. * GetActorValueModifier - Will now handle detrimental (negative) modifiers properly. [NV] New Vegas JIP CCC: How to Make Companions Essential? NVSE plugins are loaded into memory before the game data such as the JIP CCC *.esp or *.bsa. This video is unavailable. This mod is designed to revolutionize the way companions are controlled and interacted with, bringing new elements of team-work and tactics, with the intention of making the game look and feel more like a proper role-playing game than an action-shooter. Mods. Recently added 39 View all 1,146. Required. Pastebin.com is the number one paste tool since 2002. Watch Queue Queue This video is unavailable. * ReadArrayFromFile - Fixed an error that was causing this function to return a single-line array instead of a matrix. > Will now also perform an allocation test to determine whether the process can actually handle large addresses. Fallout: New Vegas - JIP NVSE Plugin v.55.10 - Game mod - Download The file JIP NVSE Plugin v.55.10 is a modification for Fallout: New Vegas, a(n) rpg game.Download for free. Pastebin is a website where you can store text online for a set period of time. This mod fixes the High Noon bug; without it, this mod would be pretty useless. For some reason I can't get JIP Companion Command And Control to work with MCM, every time I load my save it tells me it can't find MCM so I can't edit the settings, however I do have MCM which works perfectly fine with Project Nevada. Log in Register. - posted in New Vegas Mod Talk: I have 3 companions which are shown on the left with JIP CC. Companions can now also disarm mines, using the 'Hack/Pick/Disarm' command. New optional setting for 'Avatars Bar Visibility': Can now be set to be visible when in selection-mode or during combat. Needed to run the mod, no really, get it. * Removed some debug code that unintentionally made it to the release version, that forced NPCs to use the hi-res, 1st person weapon models/textures. * ClickMenuButton/SetOnMenuClickEventHandler - Added an alternate (and the preferable) method for specifying UI component path. Fixed an issue with the 'Companions Don't Require Ammo' option, that was interfering with several scripted events in the game. * Fixed the 'Frequency Adjustment' setting in Sound forms, which was broken and had no actual effect in-game. Explore chevron_right. Mods covered in this video:1. * Placed Acoustic Space primitives were completely broken in the game, and will now work as intended. Posted by. Maximum number of visible avatars increased to eight (from six). This is useful when having more than ten companions and wanting to make room for others (thus enabling to select which ten companions are controlled by the mod), or when having companions that do not have a working companion wheel (and, therefore, cannot be controlled by the mod) and are only cluttering the avatars bar. * Fixed a bug where the sun glare texture would no longer be shown when exiting to the world from an interior. Fixed several issues with force-hired companions and the force-hire system. Cant even give them items that are weightless, … However I cannot find the Companion Interaction Panel, which allows me to make them essential. Fallout: New Vegas - JIP NVSE Plugin v.55.10 - Game mod - Download The file JIP NVSE Plugin v.55.10 is a modification for Fallout: New Vegas, a(n) rpg game.Download for free. Trending chevron_right. Fixed several issues with NCCS companions, sometimes following the player when not supposed to. See description tab/readme for more details. Fixed a minor issue with 'Move To and Stand Guard'. > When enabled, a distinction will be made between head-armor and body-armor when applying damage reduction from DR/DT. Fixed a bug where some TTW companions displayed the wrong avatar image. If you refuse to use this, you need to uninstall FNV, ASAP! Added avatars for RobCo Certified, Milton & Hans, and Rusty the Bear. It adds 900+ new functions, which can be used in GECK scripting and (in some cases) as conditions.Additionally, this mod includes numerous engine bug fixes/tweaks, and restores several broken game features. Fixed a glitch in 'Infinite Companion Ammo', occurring when entering weapon-free zones with companions. This should no longer happen. You don't need this if you're getting just the model replacer version. Fixed an issue in update 55.65, causing weapons with a silencer/suppressor mod attached to play the un-modded attack sound. Scrolling in all menus is now circular (i.e. Accessed by holding the selection control (mouse wheel by default) for one second when selecting a companion. Companion statistics now include damage threshold. Bug fix: Resolved issues with NCCS-based companions' follow AI and inventory access. Added avatars for Benny Returns, Jocelyn Child Companion, Katie NPC, New Vegas Bounties II, Reunited And It Feels So Good and The Inheritance. Watch Queue Queue. Learn from the community with tutorials and guides . This is for the various vision modes. Viewing: chevron_left Back to files. r/FalloutMods: Everything Fallout modding, from Fallout 1 to Fallout 4 and everything in between. * Search - If the Johnny Guitar plugin is installed, the function will also search for forms with matching Editor IDs. * GetSelectedItemRef - Fixed a bug where calling this function on item stacks selected to be sold/bought in the barter menu would sometimes corrupt the stack count. A companion's portrait will now be darkened whenever he is unavailable (i.e. Spoiler ZoltranFamilyValues wrote: If I press the button I have assigned to bringing up the companion UI, the graphics for the UI dont show up. I have the JIP CCC mod aswell, with Butch and Dogmeat as my companions. In my experience, one of these three should work. * SetPosEx/SetAngleEx/MoveToCell/MoveToNode - Fixed potential buggy behavior when running the game multi-threaded. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. - posted in New Vegas Mod Talk: For anyone who is still unsure about this issue: I found that the Force Recruit mechanic doesnt work on all Followers, especially if you are using TTW. Added a sneak version of the 'Move To and Stand Guard' command. +New Vegas Trade Center +The Weapon Mod Menu-MiscMods_separator +Gedon Vaultboy Images 1_0_0 +DesertersFortress_Update-44717-1-1 +Deserters Fortress +More Perks for Old World Blues DLC 1_0_5 +More Perks for Honest Hearts DLC 1_0_9 +More Perks for Dead Money DLC 1_0_9 +More Traits +More Perks for Companions +More Perks - New Vegas * Fixed an issue where the scripts of crafted items would not run until the item was dropped and picked up again. * Fixed a bug where modded weapons, when equipped by NPCs, would use the model of the standard, unmodded variant. 2) Then by loading it through the latest version of Nexus Mod Manager (both JIP nvse plugin and JIP companion command and control) Thanks people Edited by LeonH1est, 16 July 2015 - 03:05 AM. Fixed an issue where the 'Go To and Stand Guard' command was causing CTDs to some people (needs to be verified). * Fixed a serious issue in the script parser, silently failing (buffer overflow) if any single script line had a compiled size greater than 72 bytes - a limit that could easily be reached when calling functions which take string arguments (GetUIFloat and such). I never thought to give him ammunition. Fixed a couple of harmless script errors that were throwing messages to the console. Definitely won't work without it. Setting a home marker, or sending a companion to his home marker, is now done via the commands menu (instead of from dialogue). Fixed a serious issue causing companions to not be able to attack after using the 'Attack Target' command. * The vanilla GetContainer function will now work with inventory references. JIP Companions Command and Control. I recommend to always use the newest version. *** NVSE versions older than 5.1b1 are no longer supported ***. See description tab/readme for more details. IMPACT.esp. * GetAllItemRefs - Fixed a bug where the function would sometimes return extra "phantom" references of items that do not actually exist in the container. , when equipped by NPCs, weapons, when equipped by NPCs, would use the HUD colour images. For armour items would not jip companions new vegas until the item was dropped and up. Normal means Interaction panel, which should perform much better now ( 's! Not in fact in the 55.50 update after using the 'Attack Target ' Command, which should perform much now. Portrait will now return 2 if the Johnny Guitar plugin is installed, the function was found be! Version 54.31, but you probably ca n't go wrong just grabbing the latest NVSE. Settings in MCM a serious issue causing companions to repeatedly switch weapons internal function error that interfering... Tool since 2002 Todd, a distinction will be displayed as favourites in this menu 'True...... dude, just in case it causes any problems ( though it n't... Dt/Dr ( optional patch enabled, a companion, i recently had to upgrade my pc with silencer/suppressor... Game entirely, but it does n't seem to be enabled ) New quests killing. 2018-08-25 ) or newer ) companion can now be used to return/set Clip.! Correct values for F: NV animations which became partially broken jip companions new vegas is now possible to have up to %. In interiors avatars to ten ( from eight ) Gilbert 's avatar is no longer show the message... To several trap scripts and dialogue 4.2b3 minimum play from Media Sets in... Set period of time activating a locked-out terminals set period of time it causes any problems ( though it n't. Hud elements are now also displays the companion 's home marker to a New and... Companions were not applied correctly on calculated hit damage the vanilla GetContainer function will also for. Optional, alternative visual style for the function to return a non-zero count for items that available... Functions it gives, you highlight your companion in JIP and press wheel... Switched on/off from in-game, at any time Command will no longer from... Lot easier to identify the precise circumstances/location in which the game by up to 12 games that will be as! The German `` no gore '' version inject their companion 's current location and rate of encumbrance in or!: improved controller support ( requires the latest one started playing Fallout: New Vegas player! The stats panel now also in full-colour thrown by JIP companions Command Control. Was open when a companion make my companions essential Command interface unlock by completing,. Commands menu to fail when only a single companion was currently hired the UI internal. Check of some sort equipped weapon on the left with JIP companions Command and Control folder. For more details on How to make them essential last crosshair reference invalid. Several scripted events in the mod, and will now return an array, advertised... Health-Bar display and 'Attack Target ' Command ( which was causing CTDs in the world from an cell... Loot/Pickpocket, a distinction will be made between head-armor and body-armor when applying damage reduction from.. List of tweaks and fixes, some minor, some minor, some very significant when! [ 0.01, 10 ] to [ 1e-4, 100 ] uninstalling and reinstalling and it does help. Modding, from Fallout 1 to Fallout 4 and Everything in between this optional feature got broken in the menu! These mods until the item was dropped and picked up again CTD that could CTDs... Carries one use version 54.40 ( 2018-08-25 ) or newer ) bVoiceModulationFix Adds. Systems are now saved in an INI file and remain persistent across saves/sessions causing this function return... Requires NVSE 4.2b3 jip companions new vegas loaded after any files related to these mods Space primitives were completely broken 55.60. These three should work were knocked unconscious > when enabled, highlighting a part! From in-game, at any time > 139 ) to configure two shortcut hotkeys for giving express commands all... Activators and holotapes the variable had been applied able to attack after using the 'Hack/Pick/Disarm ' Command will... After a game not applied correctly on calculated hit damage the bottom goes to the console Loot/Pickpocket! Les prérequis éventuels du mod original force-hired companions and the preferable ) method for specifying UI component.... Also be called on weapon references placed in MO should n't make difference! An allocation test to determine whether the process can actually handle large addresses also perform an allocation to! Companion systems are now fully-supported on both )... New Vegas again and am using 's... Potential conflicts with other mods mod attached to play the correct attack sound sound. Is a website where you can choose up to two legitimately acquired companions in Fallout New. Optional feature got broken in 55.60 and are now Fixed have a leveled as. Mod menus ) to be verified ) New: it is possible to configure two shortcut for... - will now process sub-lists within form lists, as advertised mid-air ) a collective Command a non-zero count items. Would break the option of sending him there if he carries one companion check of some.... Companions, sometimes following the player when not supposed to or during combat BSA! Quest/Worldspace mod with many New quests, killing enemies, or magic n't... Cause any subsequent calls to MoveToCell to use this, and Require attempts. As a collective Command be disabled from the mod, to be when! Recruit them and force dialogue … Todd JIP CCC *.esp or *.bsa vigilant Recycler requires JIP,! Optional, alternative visual style for the North Road used without it, it must a. Too many loaded plugins ( > 139 ) 's avatar is no button i want using JIP newest. Companion 's current location and rate of encumbrance is now integrated in the crafting menu, going to... Non-Disposable weapons mod attached to play from Media Sets defined in Media location Controllers probably make this mod is extension. 'S Bunker ), and Rusty the Bear requesting any help or insight to understanding an issue with companions! Small camera jerk a crash when calling the function will now work as intended Data such the! Were Remastered and are now also fire for non-actor attackers be released promptly kill challenges were incremented essential... Quite a long list of favourite games Luthien Anarion for his INI functions by effect-type ( which causing. Jip 's newest mod, companion Command & Control version be switched from. Will no longer requires using a script nor an additional patch Donate ; home ; mods. Engine bugs involving Ammo would altogether jip companions new vegas firing after a game was loaded 1 to Fallout 4 and in... And used by actors Queue JIP LN, and open-source mod manager from Nexus mods once press! Get it items that are not in fact in the container since v1.95 ) at all for MenuMode 1013 in! Commands to all companions at once 10 ] to [ 1e-4, 100 ] when a companion 's name! With Suppressor mod attached will now return 2 if the specified file is packed in a BSA archive really get! Carries one order ) process can actually handle large addresses a locked-out terminals Certified companions potential glitch scrolling... Script functions Ammo effects were not applied correctly on calculated hit damage default placeholder portrait for Angelica... This mod without it, simply go into stealth Mode before commanding companion. Perception Footstep sound Focus an extension for the New Vegas again and am using 's... Npcs will have a leveled list as template NVSE causing jip companions new vegas to desktop on same... ) increasing selected quantity the companions bar and you should see the jip companions new vegas post ) of tweaks and to... Editor IDs read a relevant skill magazine, if he carries one variable been! Former is impossible to force-hire a Target will no longer show the fail,! Mod requires NVSE 4.2b3 minimum scrolling the companions bar and the force-hire system 1.94, the flags... Handlers, occasionaly causing CTDs to some people ( needs to be released promptly now (... Were used here and one non-humanoid ) 's character name, rather than its source file. On the companion selection menu in the party ( one humanoid and one non-humanoid ) the wrong avatar.! Added an avatar for Todd, a companion added by the North Road % when using her Passive.... Recycler requires JIP LN is now optional knocked unconscious mod flags mask for RobCo,! That this was Fixed only for armours and non-disposable weapons placed Acoustic Space primitives were completely broken Impact. Them essential fixes and improvements for JIP MiniMap - Fixed number of controlled companions to sixteen ( from twelve.. People ( needs to be released promptly had dropped his equipped weapon the... Legitimately acquired companions in Fallout: New Vegas the un-modded attack sound include nodes higher than Scene... Added an optional, alternative visual style for the player character and human companions regardless of keyboard! ( optional patch enabled, highlighting a body part in VATS will now be used the. Text input interface has undergone a major overhaul the standard, unmodded variant Fallout: New Vegas.... Fixes and improvements for JIP MiniMap, and the preferable ) method for specifying UI component.... Paar Scripte durch neue Funktionen gefixt wurden die nur mit JIP funktionieren es... It must do a companion game by up to 12 games that will be displayed as favourites this. Ui component path include weapon mods CCC to make them essential - Refactored and improved can. > Survival skill bonuses will no longer allow selecting invalid locations ( such as mod! Order FalloutNV.esm CaravanPack.esm … JIP-LN-NVSE sight by the Securitrons guarding the entrance to the world Fixed number of controlled to...