Cheating to get companions in DLC

Post » Fri May 04, 2012 2:25 am

Alright, I've played FNV over and over, completed different playthroughs with various characters and never used a single cheat, I think that cheating and making yourself overpowered spoils fun in the game. However, I sometimes don't like the fact that you can't bring your companions to DLC's locations (not because doing everything alone is hard, I mostly don't rely on companions), it just doesn't make sense that your companions can't accompany you to Zion Canyon or that they weren't kidnapped together with you and brought to Sierra Madre or Big MT. But I won't talk about that, each to his own, I'm interested - if anyone knows - if I use console commands (I play on PC, yes) to spawn my companion (Rex in this case) in Zion or Big MT, will I be able to use him as a companion there? and most important - will I be able to respawn him back in the Mojave once I return? I know, I can try this for myself, but I currently have all DLCs disabled (lore-wise) and would like to know if anyone has ever tried this and what are your experiences.

Thanks
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Stephy Beck
 
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Post » Fri May 04, 2012 6:03 am

From what I've seen of the DLC scripting, it's just a condition when you enter the DLC that boots them back home so once you are inside and move them in there with you, there should not be any problem.

The standard 8 companions should follow you wherever you are. There's nothing special about the DLC worldspaces, as far as companions go they are the same as every other worldspace. Plus I'd bet the standard eight will follow you out of the DLC fine, I doubt there's any condition check there, it's only when entering that they get booted.

I've also looked at the DLC companion scripts and they are separate from the standard eight so I see no conflict there. (i.e. Having one of the standard eight with you won't cause a DLC companion to blow up.)

The more interesting problem would be to respawn the DLC companions so you could bring them back to the Mojave. It could be done. :biggrin:
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jessica Villacis
 
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Post » Fri May 04, 2012 4:03 am

Mod companions also usually don't have any problems heading into DLC areas. I brought Melissa Lewis with me into Zion to pick up all the junk I left lying about after I completed Honest Hearts, while Willow and J.T. spent my entire Dead Money campaign standing by the fountain (mainly because I forgot to dismiss them before getting knocked out, and after sitting through the long intro sequence I didn't feel like reloading and sitting through it again). In the end I was grateful for them being there as I could offload items and carry back more junk from Dead Money than I possibly had a right to (important because unlike Zion, you can't go back).
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Britta Gronkowski
 
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Post » Fri May 04, 2012 3:29 pm

Guys thanks a lot!
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Kim Bradley
 
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Post » Fri May 04, 2012 8:17 am

Tried it today in DM, companions can be spawned of course, but even when joining up with them, they don't follow you, but simply stand idle.
So no cheating ;)
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Heather Dawson
 
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Post » Fri May 04, 2012 2:11 am

Tried it today in DM, companions can be spawned of course, but even when joining up with them, they don't follow you, but simply stand idle.
So no cheating :wink:

What you need to do is actually move the existing companion reference to you, not spawn a new instance. Reason being many companion dialogues are linked to one particular reference so if you create a new instance it definitely won't work. Just for example:

VeronicaRef.MoveTo Player

That works in a script but in the console you need the actual ref ID, for Veronica its:

e32a9.MoveTo Player

You can lookup the ref id's on wikia for the companions.

When you move them their AI package will have them immediately start walking home so talk to them before they leave. Let us know how it works out. Also, if your choice of companion isn't critical I recently published my last mod on Mods Reloaded with a bunch of companions including a Dead Money companion you find in the Police Station. It's called Companion X and it's currently near the top of the new mods list on modsreloaded.com, if you are interested. I find Lynn to be a lot of fun she's got incredible luck so she scores a lot of headshot criticals on ghost people. :smile:
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lauren cleaves
 
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