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Is there a Fix/Workaround for the Companion Save Bug? (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Is there a Fix/Workaround for the Companion Save Bug?) Locked
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Mar 27 2013 Anchor

The title says it all. Was just wondering if there is a Fix or workaround besides having to dismiss the companions everytime just to be able to save. Thanks.

May 14 2013 Anchor

Been trying to look for a solution, seems like nothing is coming up. I can't even dismiss my companions for some reason hence they still follow me and still cause the crash when loading. Is there anyone out there with a solution? This feature for me is one the best in this mod, shame that it's also the most broken.

May 15 2013 Anchor

If they don't stop following you take them to the nearest bandit or mutant concentration and have them slaughtered works just the same as dismissing them. Unfortunately to fix the crash you need to understand the scripting behind it and modify it accordingly.

May 15 2013 Anchor

Is there any consequences for killing your followers in cold blood?

May 16 2013 Anchor

I've always been able to dismiss the followers...in my experience, when dismissed, they just walk off to do their own thing. Worst case, just take them to a secluded area and gun them down. Sucks, because you'll eventually run out of people to recruit that way, but I suppose if you really can't dismiss them, there's not much else to do.(Ooh, or you could lead them out and find a way to keep them from following you when an emission is about to occur.)

May 16 2013 Anchor

Well when I dismiss people, they still follow me still even though the recruitment option reappears. Any clues to why I can't dismiss my followers?

How exactly do you dismiss a follower? Just to be sure if I'm doing anything wrong.

May 16 2013 Anchor

When you talk to them,(the leader, if they're a group. The other guys won't talk to you.) select the option about traveling on your own. They'll respond, "You sure?" Select "Travel on my own" a second time, and the dialogue will close, and they'll do their own thing. One thing to make sure of is to never recruit anyone when you're inside a safe house. The ship in Zaton, Yanov Station, etc.They won't follow you outside, and it just bugs them out, it seems.

May 16 2013 Anchor

Henyo10 wrote: Is there any consequences for killing your followers in cold blood?

The faction they belong to won't like it if you kill them yourself, so you're gonna lose reputation with them unless you have someone else kill them.

Edited by: Astyr

May 17 2013 Anchor

When I select "travel on my own" a second time, the dialogue does not close and they still follow me regardless

Is there a console command to kill a NPC so I won't suffer a rep hit?

May 18 2013 Anchor

Henyo10 wrote: When I select "travel on my own" a second time, the dialogue does not close and they still follow me regardless
Is there a console command to kill a NPC so I won't suffer a rep hit?

There's no command readily available for that, if you want to avoid getting the reputation hit lure them to the closest enemy faction NPC group so they can kill your followers for you, the easiest ones to find are bandits.

Edited by: Astyr

Aug 21 2013 Anchor

I didn't want them killed lol, nor do I have trouble dismissing them. The problem is I like to save a lot, and having to dismiss them or suffer a crash is a pain in the butt.

Aug 21 2013 Anchor

This is an old thread, Foxd1e, for Misery 1.2. While I haven't tried using companions much, apparently this has been fixed in 2.0

Edited by: bwc153

Aug 21 2013 Anchor

Its not fixed, its removed

Aug 27 2013 Anchor

bwc153 wrote: This is an old thread, Foxd1e, for Misery 1.2. While I haven't tried using companions much, apparently this has been fixed in 2.0


Yes I am aware it is an old thread, I started the thread lol. I think I have a right to respond to all the replies since my original posting of it, I also wanted to clarify what I was really asking since some misinterpreted me.

Frostelis what has been removed? Saving with Companions or Recruitable Companions? In either case removing is never good. I'd rather deal with having to dismiss them, then not have them. I play a lot of RPGs and come from a long line of Fallout games, so a party dynamic is something that greatly appeals to me, no matter how limited it may be in Misery.

Edited by: Foxd1e

Aug 28 2013 Anchor

Recruiting companions has been removed because they could not solve the problem i suppose

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