Jip Companions Command And Control
GravelordXAsura wrote: Hey guys I need some help I keep get a error about jip nvse plugin not being up to date but i have the newest one installed LeonH1est wrote: I am having the same problem. I got the latest NVSE, the latest JIP NVSE Plugin, and the latest JIP companions command & control. But still get the error that I need JIP NVSE Plugin v15 minimum.Order (all downloaded today)New nvse v5.0b2NVSE plug in v18JIP CCC v2.3Thank you for anyone who respond to our desperate call for help.-update1-After the following procedures stated above failed, I tried the suggestion in JIP NVSE Plugin comments: place the two contents of the plugin folder into the main FalloutNV file.Still the same error. Shigeshi99 wrote: having the same problem over here too.Hope this gets resolved soon, I'm looking forward to using this mod.If you are using mod organizer this is a mod priority issue. It's a good idea to just install NVSE plugins directly into your root Fallout New Vegas install so that they are global in your profiles. This goes for FNV4GB, FNVEdit, GECK, NVSE, and other NVSE plugins too. GravelordXAsura wrote: Hey guys I need some help I keep get a error about jip nvse plugin not being up to date but i have the newest one installed LeonH1est wrote: I am having the same problem.
- Jip Companions Command And Control Ttw
- Jip Companions Command And Control Companion Settings Panel
- Command And Control Army
I got the latest NVSE, the latest JIP NVSE Plugin, and the latest JIP companions command & control. But still get the error that I need JIP NVSE Plugin v15 minimum.Order (all downloaded today)New nvse v5.0b2NVSE plug in v18JIP CCC v2.3Thank you for anyone who respond to our desperate call for help.-update1-After the following procedures stated above failed, I tried the suggestion in JIP NVSE Plugin comments: place the two contents of the plugin folder into the main FalloutNV file.Still the same error. Shigeshi99 wrote: having the same problem over here too.Hope this gets resolved soon, I'm looking forward to using this mod. RoyBatterian wrote: If you are using mod organizer this is a mod priority issue. It's a good idea to just install NVSE plugins directly into your root Fallout New Vegas install so that they are global in your profiles.
This goes for FNV4GB, FNVEdit, GECK, NVSE, and other NVSE plugins too.Actually the order they are placed in MO shouldn't make a difference as JIP NVSE plugin is just that; a NVSE plugin.NVSE plugins are loaded into memory before the game data such as the JIP CCC.esp or.bsa.The only thing I can think of is the JIP NVSE plugin has been installed somewhere other than the NVSEPlugins folder.If you are using MO simply examine the Data tab in the right hand pane and expand the NVSE - Plugins entry. You should see the two files from JIP NVSE in the 'Files' column and the name of the mod that supplies them in the 'Mod' column. If they are not not shown there then you installed them incorrectly. If you did install an older version of JIP NVSE, ensure that mod is still not active even if you installed the latest version into the real DataNVSEPlugins folder. The MO version will be used instead.
This will be shown in the Data tab by having the 'Mod' name in red and the tooltip will say 'Also in: data'. GravelordXAsura wrote: Hey guys I need some help I keep get a error about jip nvse plugin not being up to date but i have the newest one installed LeonH1est wrote: I am having the same problem. I got the latest NVSE, the latest JIP NVSE Plugin, and the latest JIP companions command & control. But still get the error that I need JIP NVSE Plugin v15 minimum.Order (all downloaded today)New nvse v5.0b2NVSE plug in v18JIP CCC v2.3Thank you for anyone who respond to our desperate call for help.-update1-After the following procedures stated above failed, I tried the suggestion in JIP NVSE Plugin comments: place the two contents of the plugin folder into the main FalloutNV file.Still the same error. Shigeshi99 wrote: having the same problem over here too.Hope this gets resolved soon, I'm looking forward to using this mod. RoyBatterian wrote: If you are using mod organizer this is a mod priority issue.
It's a good idea to just install NVSE plugins directly into your root Fallout New Vegas install so that they are global in your profiles. This goes for FNV4GB, FNVEdit, GECK, NVSE, and other NVSE plugins too. MistakenMystic wrote: Actually the order they are placed in MO shouldn't make a difference as JIP NVSE plugin is just that; a NVSE plugin.NVSE plugins are loaded into memory before the game data such as the JIP CCC.esp or.bsa.The only thing I can think of is the JIP NVSE plugin has been installed somewhere other than the NVSEPlugins folder.If you are using MO simply examine the Data tab in the right hand pane and expand the NVSE - Plugins entry.
You should see the two files from JIP NVSE in the 'Files' column and the name of the mod that supplies them in the 'Mod' column. If they are not not shown there then you installed them incorrectly. If you did install an older version of JIP NVSE, ensure that mod is still not active even if you installed the latest version into the real DataNVSEPlugins folder. The MO version will be used instead. This will be shown in the Data tab by having the 'Mod' name in red and the tooltip will say 'Also in: data'.
RoyBatterian wrote: Yeah delete any install of the plugin in MO after installing it to the root. It SHOULD work.Mystic: Others have reported that the issue was solved by changing mod priorities for other mods, so I'm just going on what they said.After Fomod failed, I tried the manual approach of 'install NVSE plugins directly into your root Fallout New Vegas install' but still no luck. Thanks for the tip though. If anyone had the error and fixed it, please tell us what was your approach, thanks.-Update1-Oh ok MistakenMystic, I'll try that one. Thanks.-Update 2: I Fixed it -By:1) Deleting all copies of the plugin in Data (placed by Fomod) and/or in Fallout directory when i downloaded it manually. 2) Then by loading it through the latest version of Nexus Mod Manager (both JIP nvse plugin and JIP companion command and control)Thanks peopleEdited by LeonH1est, 16 July 2015 - 03:05 AM. GravelordXAsura wrote: Hey guys I need some help I keep get a error about jip nvse plugin not being up to date but i have the newest one installed LeonH1est wrote: I am having the same problem.
I got the latest NVSE, the latest JIP NVSE Plugin, and the latest JIP companions command & control. But still get the error that I need JIP NVSE Plugin v15 minimum.Order (all downloaded today)New nvse v5.0b2NVSE plug in v18JIP CCC v2.3Thank you for anyone who respond to our desperate call for help.-update1-After the following procedures stated above failed, I tried the suggestion in JIP NVSE Plugin comments: place the two contents of the plugin folder into the main FalloutNV file.Still the same error. Shigeshi99 wrote: having the same problem over here too.Hope this gets resolved soon, I'm looking forward to using this mod. RoyBatterian wrote: If you are using mod organizer this is a mod priority issue. It's a good idea to just install NVSE plugins directly into your root Fallout New Vegas install so that they are global in your profiles. This goes for FNV4GB, FNVEdit, GECK, NVSE, and other NVSE plugins too. MistakenMystic wrote: Actually the order they are placed in MO shouldn't make a difference as JIP NVSE plugin is just that; a NVSE plugin.NVSE plugins are loaded into memory before the game data such as the JIP CCC.esp or.bsa.The only thing I can think of is the JIP NVSE plugin has been installed somewhere other than the NVSEPlugins folder.If you are using MO simply examine the Data tab in the right hand pane and expand the NVSE - Plugins entry.
You should see the two files from JIP NVSE in the 'Files' column and the name of the mod that supplies them in the 'Mod' column. If they are not not shown there then you installed them incorrectly. If you did install an older version of JIP NVSE, ensure that mod is still not active even if you installed the latest version into the real DataNVSEPlugins folder. The MO version will be used instead. This will be shown in the Data tab by having the 'Mod' name in red and the tooltip will say 'Also in: data'. LeonH1est wrote: After Fomod failed, I tried the manual approach of 'install NVSE plugins directly into your root Fallout New Vegas install' but still no luck. Thanks for the tip though.
Page 181 of 254 - JIP Companions Command and Control - posted in File topics: cant find option to dismiss, there isnt a command for it andthe 'optionals' category in MCM has everything listed under the 'Companion Settings Panel' from the description except for: Set Home Marker - Marks a specific location as the companion's 'home'. .bsaファイル(JIP Companions Command & Control.bsa)にテクスチャが入ってます。それがDataフォルダに有りますか?. ・JIP Companions Command and Control ― コンパニオン機能拡張 ・Fallout Character Overhaul(FCO) ― 顔テクスチャの変更 ・Mojave Delight for Type3 ― 髪型だけ使用 ※G.E.C.KにてFCOに適用 ・Mojave Delight Coolhair Replacer ― 上記の髪リテクスチャ ・Improved Cyberdogs Textures.
If anyone had the error and fixed it, please tell us what was your approach, thanks.-Update1-Oh ok MistakenMystic, I'll try that one. Thanks.Yeah delete any install of the plugin in MO after installing it to the root. It SHOULD work.Mystic: Others have reported that the issue was solved by changing mod priorities for other mods, so I'm just going on what they said. GravelordXAsura wrote: Hey guys I need some help I keep get a error about jip nvse plugin not being up to date but i have the newest one installed LeonH1est wrote: I am having the same problem. I got the latest NVSE, the latest JIP NVSE Plugin, and the latest JIP companions command & control.
But still get the error that I need JIP NVSE Plugin v15 minimum.Order (all downloaded today)New nvse v5.0b2NVSE plug in v18JIP CCC v2.3Thank you for anyone who respond to our desperate call for help.-update1-After the following procedures stated above failed, I tried the suggestion in JIP NVSE Plugin comments: place the two contents of the plugin folder into the main FalloutNV file.Still the same error. Shigeshi99 wrote: having the same problem over here too.Hope this gets resolved soon, I'm looking forward to using this mod. RoyBatterian wrote: If you are using mod organizer this is a mod priority issue. It's a good idea to just install NVSE plugins directly into your root Fallout New Vegas install so that they are global in your profiles. This goes for FNV4GB, FNVEdit, GECK, NVSE, and other NVSE plugins too. MistakenMystic wrote: Actually the order they are placed in MO shouldn't make a difference as JIP NVSE plugin is just that; a NVSE plugin.NVSE plugins are loaded into memory before the game data such as the JIP CCC.esp or.bsa.The only thing I can think of is the JIP NVSE plugin has been installed somewhere other than the NVSEPlugins folder.If you are using MO simply examine the Data tab in the right hand pane and expand the NVSE - Plugins entry. You should see the two files from JIP NVSE in the 'Files' column and the name of the mod that supplies them in the 'Mod' column.
If they are not not shown there then you installed them incorrectly. If you did install an older version of JIP NVSE, ensure that mod is still not active even if you installed the latest version into the real DataNVSEPlugins folder. The MO version will be used instead. This will be shown in the Data tab by having the 'Mod' name in red and the tooltip will say 'Also in: data'.
LeonH1est wrote: After Fomod failed, I tried the manual approach of 'install NVSE plugins directly into your root Fallout New Vegas install' but still no luck. Thanks for the tip though. If anyone had the error and fixed it, please tell us what was your approach, thanks.-Update1-Oh ok MistakenMystic, I'll try that one. Thanks.-Update 2: I Fixed it -By:1) Deleting all copies of the plugin in Data (placed by Fomod) and/or in Fallout directory when i downloaded it manually. 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 RoyBatterian wrote: Yeah delete any install of the plugin in MO after installing it to the root. It SHOULD work.Mystic: Others have reported that the issue was solved by changing mod priorities for other mods, so I'm just going on what they said.Not a problem.
I'm just happy the solution was found. Weird issue here. I'm trying to recruit ED-E after getting Boone, but it says 'conflict-Rex' when I haven't even met Rex yet.
Any idea what could cause this? I'm pretty certain it isn't from this mod, but I thought I'd ask if anyone knows the solution. The other way around is the same too. I can only recruit either one, not both. I've ticked unlimited companions as well. Multiple human companions work, but only the non-human ones are not recruitable. It seems my game assumes I have Rex following me.I tried Unlimited Followers mod which disable the critter follower limit and it manages to fix this issue, but I really want to know what's causing this.
I have all plugins updated to the latest ones. Kazu123 wrote: Hello, I like this mod. I read the description a few times. I can't find a way to dismiss my companions. I have NVSE 50.2 Beta, MCM, and all the mods this one calls for.
All the other features work. Just no way to get rid of unwanted companions. I hope I won't need to use console codes as I use a Japanese computer and I have no idea how to bring up the console with a Japanese keyboard. I have the U.S.A.
Steam version of the game. Thank you.I reread the description, is the Companion Settings Panel in MCM or is it supposed to be the menu where you give orders to to your companions? Either way I don't see the option to dismiss a companion.
Jip Companions Command And Control Ttw
I recruited a 'Large Dog' but I ran ahead and lost it. I went back and cannot find the dog so I'd like to dismiss it. Also, I'd like my 'Army' to be similar, all NCR for example. I have 10 companions including the missing dog.Edited by Kazu123, 16 July 2015 - 09:27 PM.
Kazu123 wrote: Hello, I like this mod. I read the description a few times. I can't find a way to dismiss my companions.
I have NVSE 50.2 Beta, MCM, and all the mods this one calls for. All the other features work. Just no way to get rid of unwanted companions. I hope I won't need to use console codes as I use a Japanese computer and I have no idea how to bring up the console with a Japanese keyboard.
I have the U.S.A. Steam version of the game.
Kazu123 wrote: I reread the description, is the Companion Settings Panel in MCM or is it supposed to be the menu where you give orders to to your companions? Either way I don't see the option to dismiss a companion. I recruited a 'Large Dog' but I ran ahead and lost it. I went back and cannot find the dog so I'd like to dismiss it. Also, I'd like my 'Army' to be similar, all NCR for example.
I have 10 companions including the missing dog.Have you tried to just use the dialog options to dismiss them? The same way you would if you didn't have JIP CCC.By that I mean you initiate conversation with them and tell them 'I don't want you to travel with me anymore.'
Or whatever the dialog is.
InstallFollow the performance steps below for a core install. Then follow this guide in order.
Bug FixesThis is the essential bugfix pack for TTW. One of the things it fixes is faction armor. NV has the concept of faction armor, you wear a certain faction's costume and they don't try to kill you if you have a bad reputation.The problem is, that faction armor resets all your faction stats, so factions that idolize you will no longer recognize you. Thismakes the cool faction idea nearly useless, except for a few sneaking missions.
This fixes that.Project NevadaThis is a mod that adds a bunch of new sane options to Fallout. For TTW, I think I halved experience gain, so you don't level outbefore even reaching the second game. You might want to make it so you gain one perk every level instead of two. This does make thegame a lot easier, so you can counter balance that by making it more difficult with other options.Interface ModsThese mods overhaul the aging UI of New Vegas to something that's both lightweight and better. MCM is optional, but installing it gives more options. JIP CCC is essential for playing with companions. Lets companions do actual useful stuff, like a doctor companion can heal you and a sneaky companion can pick locks for you.
These mods are listed in install order. Mod Configuration Menu:?. One HUD:?. Vanilla UI Plus:?.
Delay Level Up:?. Loot Menu:?. Better Pickup Prompt:?. Weapon Mod Menu:?. JIP Companions Command and Control:?. JIP Improved Recipe Menu:?After all that, install UIO last. It will consolidate all of the above mods to work together.
User Interface Organizer:?GameplayHere we make the game a bit more visceral. Everything becomes deadly, the gameplay just becomes that much tighter, providing more meaningful decisions.
BLEED:?. Vicious Wastes:?More PerksJust fills out the perks you can get, there's a tendency in Fallout games that there's a really cool perk system, but not a lot ofchoice. Fixes that.Difficult JourneyThis mod will make it so the transition between wastelands is harder and smoother. The spoilery tag is really spoilery, might want toavoid reading those.Handle DLCThis will spread out some of the DLC instead of giving it to you suddenly and gratingly. Goodie packs will be distributed across the wasteland, quests will be delayed. Gun Runner Arsenal weapons will be integrated into the game better. This also makes weapon mods more available.
Jip Companions Command And Control Companion Settings Panel
Courier's Stash Pack Distribution:. Delay DLC:?TODO: fix weapon mods using Mojave Arsenal instead of this mod?.
Command And Control Army
Gun Runners Arsenal Merged:?Enchanted Faction ArmorsThis makes it so faction armors are in line with other armors, stat-wise, before they were worse than plain clothes.?