Tired of loading your previous save every time your companions get stuck? Now you don't have to! With a push of a customizable key bind, you can unstick all you companions! NOTE: You must configure the button yourself in the settings.
!!!v2.0 REMOVE AXR_COMPANIONS.SCRIPT IF YOU ARE UPDATING, IT IS NOT NECESSARY ANYMORE!!!
v1.0: Release, included patch for artifax's Powered Exoskeletons
v1.2: Changed to keybind allocation for the unstuck button. Conflicted apparently, now uses kcustom24.
v1.3: Included patch for artifax's Weapon Parts Overhaul
v1.4: Accidentally had some leftover code during testing in the mod, it's been removed now. Please update to latest version of the axr_companions.script.
v1.5:In the unstuck code, Tronex had added a timer to unstuck characters every so often, while meeting certain requirements based an numerous variables. In the vanilla game, I believe the unstuck function actually was continuously being called and checking these requirements on a set timer. But with my editing, the requirements basically activate the function everytime, and now with a push of a button, too. So the timer within the unstuck function isn't exactly needed anymore. During gameplay, I've noticed that my companions kept activating the unstuck code, because of the cyclic timer. I've removed the cyclic timer the function had in the axr_companions.script, so your companions will not continuously respawn any more.
v1.6:Partly reverted that last change. I had not known removing the timer was just going to CONTINUOUSLY RESPAWN your companions every millisecond lol. I'm guessing since there is no definite cycle, it just keeps cycling indefinitely for some reason :/ . So instead of removing the cyclic timer, I just made it almost never cycle again, while having it still exist. I apologize, if you installed v1.5 or below, please install v1.6. NOW it should stay relatively stable.
v1.7:Adjusted a value. In my build, I haven't been getting the duplicate ID issue. Although my build is nearly identical to the current addon build, I've matched a value to be the same as a crapshoot in hopes it fixes/reduces the duplicate ID crash. !!!Probably not necessary to update to this version if you're not getting the ID issue, but if you'd like to give it a shot if you're having it, go for it.!!!
v2.0:Made the function its own script, so it doesn't change axr_companions anymore. Removed the condition for it to activate, don't know why I didn't just delete it lol. Cleaned it up a little. If you are updating to this version, please remove axr_companions script. This update isn't necessary, but for everyone that downloads this now, it's a bit tidier.
Try not to absolutely spam the unstuck function. May or may not crash your game. I've been spamming it but only crashed around twice now, so I guess it's almost bullet proof.
artifax's Powered Exoskeletons
artifax's Weapon Parts Overhaul
Conflicts with mods that change ui_keybinding.xml
Tronex included a workaround for this problem in axr_companions.script. Except, the workaround only gets used every time one reloads the game. I got tired of having to reload the game every time my companions got stuck, so I've created this mod to make the workaround activate with a push of a configurable button.
Happy hunting, Stalker.