

This would also result in the activate distance getting locked in distant mode until the game was reloaded. I was getting a bug occasionally where if I didn't select a companion while the option was running, after some time the shader would stop, and the script would produce an error making it impossible to access the Headset options again. When selecting All in this option companions will form up in a tight group around the Marker location, where as before they would all be trying to get to the same spot.Īlso changed the Add a Companion option a little. You can Leave your companion there, and they should stay indefinitely where as before they would Re-Evaluate on cell load or when loading a save. This mod requires the latest version of FOSE (currently v1.2 beta2.7z)ģ/22/10 Finished the Edit Stats to include Special, and all skills now.Ĭhanged the Move To Target package so that it will remain persistent. If anyone notices problems let me know so I can fix. Each should work in its own context though. Since this is a rebuild of RCC, and FWE includes that mod as part of its package, you will have 2 command headsets. There are the standard wait, follow, and share options, plus many advanced options like setting up patrol routes, mark and recall, tactical position orders, and a lot more (see the read me below for a complete description of each option). It adds a central control system for up to 8 of your current companions. This is not a companion mod, but a companion control mod.
