This mod does not have any known dependencies other than the base game.

I finally found and fixed what makes a companion NEVER SHUT UP when dismissed, and they just walk around endlessly spouting their lines. While I was at it, I made several versions so you can choose how long they stay quiet between lines.

AHMIGAHD THE BLESSED SILENCE

No more constant chatterspam from companions you've dismissed to settlements. Maybe you can bring them all back from Murkwater now.

Single file, permanent fix.

halle*bleep*ingllujah

Where do I sign up?

Hit the NMM button . There are three versions:

10 - 15 minutes between lines (the original intended default)

20 - 40 minutes between lines

60 - 90 minutes between lines

Super Burnout Edition for your 47th playthrough!

You have to take and then dismiss a companion for the fix to be applied to them!

Manual install

Compatibility Conflicts Resolved!

Unlimited Companion Framework:

Version 1.1 of this patch now includes installer options for compatibility with UCF.

Everybody's Best Friend:

This fix is integrated into version 3.x of EBF , so no need for this patch with that - just update EBF to 3.x+ and you're good.



So what the hell happened?



TL;DR the game is supposed to adjust the interval when you grab someone, set it back when you dismiss them, and for some reason it initializes them weirdly on game start. But it was broken, and instead set both minimum and maximum wait times to zero... cache the zeroes as the original times... and then it would stay zero

F O R E V E R.

I ALSO MADE DESE TINGS:

Think it's silly needing to be a politition and salesman to program your robots? Now the Robotics Expert perk works too!

Time to build your robot army!

Tired of your companions standing on your head when you stealth? Now with Less Dogmeat Standing on Loot!

Still some. Just much, much less.

A permanent fix for the bug that makes Companions spout all their comments endlessly after you dismiss them.

You know, maybe I like the rain, Preston! Custom interval times available!

Not a damage number tweak, but a changed mechanic. Preserves balance and ammo, and adds fun.

Did I mention it also affects the Minigun and Gatling Laser

Shows the raw component totals from all the junk in your Workshops, local or linked.

Get a Grip on Your Junk

Permanently destroyed PA pieces. Fewer and randomly-charged Fusion Cores. Tougher requirements for repairs.

Less is... less.

is simple, if you insist: take one of the followersscript.pex files you'll find in the archive. The folders are named by the Min and Max intervals (in seconds) they wait before saying a random line. Drop the .pex of your choice in [your Fallout 4 install folder]\Data\scripts aaaaand that's it. If you have Unlimited Companion Framework, make sure to grab one from the UCF folders!dun dun dunnnnnnMassive credit also goes to Wenderer for his FOMOD Creation Tool This thing is awesome and saves a TON of time getting stuff packed up.