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Conflicting with mod: Everyone's Best Friend

banhmr

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I noticed I found a conflict with the mod: Everyone's Best Friend when you choose a settlement & auto-create those pre-made city plans. After the cutscene of the city building Dogmeat & your companion will basically freeze and not move. The companion will teleport with you when you quick travel or enter buildings but it will not move. They will fight if there is enemies close by but not follow. I tried sending them back to a settlement and re-recruit them or tell them to move to a spot but the bug still happens. Only solution is to uninstall and reinstall the mod.

I have Sim Settlements 2: Chapter 3 All Chapter Pack, Conqueror, Industrial Revolution, & Rise of the Commonwealth.
 
This is from patch notes (3.0.0 aka the big update):
  • Cinematic mode will now attempt to place all followers on “wait” until it is complete, and then restore them to “follow” afterwards.
Could be something there? Not sure if this happens with only the mod you mentioned. People were reporting all kinds of companion weirdness (like them not moving anywhere etc). Personally I couldn't talk to them after picking as companion from HQ (mostly vanilla game) but not sure if related at all.
P.S I completely glossed over this but Industrial revolution, Rise of the Commonwealth and Conqueror are completely incompatible with SS2. Nothing SS1 related is.
 
After the cutscene of the city building Dogmeat & your companion will basically freeze and not move. The companion will teleport with you when you quick travel or enter buildings but it will not move. They will fight if there is enemies close by but not follow.
Dude I totally missed the trigger but I am definitely having this issue. I thought it had something to do with an out-of-date UFO4P fix for Everyone's Best Friend (there is an updated version in the comments). I can fix it by dismissing them, but the issue did come back eventually.
 
I noticed I found a conflict with the mod: Everyone's Best Friend when you choose a settlement & auto-create those pre-made city plans. After the cutscene of the city building Dogmeat & your companion will basically freeze and not move. The companion will teleport with you when you quick travel or enter buildings but it will not move. They will fight if there is enemies close by but not follow. I tried sending them back to a settlement and re-recruit them or tell them to move to a spot but the bug still happens. Only solution is to uninstall and reinstall the mod.

I have Sim Settlements 2: Chapter 3 All Chapter Pack, Conqueror, Industrial Revolution, & Rise of the Commonwealth.
I think you have a couple of mods that are incompatible with SS2.
From the Wiki: (Sorry for the bold type, that's just the way it copied over.)

Not Compatible: The following mods should not be used with Sim Settlements 2.​


Sim Settlements, Rise of the Commonwealth, Industrial Revolution, Conqueror, Sim Settlements Add-Ons, or Conqueror Faction Packs​

 
I think you have a couple of mods that are incompatible with SS2.
From the Wiki: (Sorry for the bold type, that's just the way it copied over.)



Sim Settlements, Rise of the Commonwealth, Industrial Revolution, Conqueror, Sim Settlements Add-Ons, or Conqueror Faction Packs​

Yeah, I realized that but I also had those disabled when I first had the issue but enabled them and obviously still had the issue. I just uninstalled those mods now.
 
I have experienced this often as well with the Best Friend mod, but I just experienced this issue with Codsworth on a brand new save after building a city plan as well without Everyone's Best Friend or any companion mods. I am completely unsure what is happening, is it possible it is Script Lag? If that is the case how long are we supposed to wait after the cutscene for the scripts to catch up? I am only using minimal City Plans (the ones SS2 ships with and one other) and my load order is minimal this time as well (No big overhauls except SS2, a few minor visual fixes, Pra's Addon pack, a city plan, and a few other bugfixes, and the Creation Club Content I own.)
 
I noticed I found a conflict with the mod: Everyone's Best Friend when you choose a settlement & auto-create those pre-made city plans. After the cutscene of the city building Dogmeat & your companion will basically freeze and not move. The companion will teleport with you when you quick travel or enter buildings but it will not move. They will fight if there is enemies close by but not follow. I tried sending them back to a settlement and re-recruit them or tell them to move to a spot but the bug still happens. Only solution is to uninstall and reinstall the mod.

I have Sim Settlements 2: Chapter 3 All Chapter Pack, Conqueror, Industrial Revolution, & Rise of the Commonwealth.
for trouble shooting hints might be good to kick those SS1 mods 1st and then check if u still have the bug, personaly have not had this happen to me yet so cant say wat might be the cause!
 
Parei de usar o Everyone Best Friend porque ele modifica o script complementar vanilla e isso entra em conflito com mods que permitem mais de um acompanhante. Atualmente, uso um mod para recrutar companheiros adicionais de autoria de Reginald, moderador da composição Ivy. Este mod não altera nenhum script vamilla, o que não causa nenhuma incompatibilidade com SS2.

Edit: o nome do mod do Reginald é Reginald's Awesome Multi Follower Mod-FM_0.5 e está disponível para download no Discord oficial da Companion Ivy
 
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for trouble shooting hints might be good to kick those SS1 mods 1st and then check if u still have the bug, personaly have not had this happen to me yet so cant say wat might be the cause!
Still had the bug without any SS1 mods but I found a setting in the mod that lets you turn off cinematic mode so if anyone doesn't care about cinematic mode and has this bug then you can disable it and it seems to work for me fine so far after doing city planning thing two more times.
 
Issue should be fixed when next version is released:
  • Fixed a bug that would cause any followers the player had during Cinematic Mode to stop following the player and wait there until the player manually issued them a new follow command (sometimes even requiring the player dismiss and take the companion again).
 
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