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 GECK Companion REF

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Sonichu_fanboy

Sonichu_fanboy

Posts : 546
Join date : 2015-04-02

GECK Companion REF Empty
PostSubject: GECK Companion REF   GECK Companion REF EmptyTue Jun 05, 2018 12:29 am

What it says on the tin. I am not an expert in the field of making GECK companions, but I have a rather annoying problem: You see, people really like to leave companions hanging around goodsprings. Whetever they're wastelanders, or mary sues that came from the moon, androids, deathclaws, mobile buckets or anything under the sun, everybody and everything is partying over at the prospector saloon. This is less than acceptable for a number of reasons, but I don't know how I would change that. I clearly can't drop the NPC from the geck into the area I want them to be in, the REF will then teleport in and I will be followed around by a clone. While cute, and strongly reminding me of the cloned Ian glitch all the way back from fallout 1 days, this just won't do on a normal playthru. This isn't a deal breaker, but I don't want the prospector saloon to be filled with out of place NPCs, anyone know a quick, easy way to be able to place them somewhere else? I know it's all tied to the REF NPC, but I can't move them out of their cell. For now, I am planning on stuffing as many of them into the back, where the moonshine distillery is, then using the coc command when I reach the location I Would normally hire them at, but this is obviously a less than optimal solution

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