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FULLY VOICED Companion: Completely Oversexed Ivy 3.2


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Posted
11 minutes ago, chuckdm said:

Already using her (along with Heather and Ellen and Piper) without issue, so I know she's stable.  Or rather, the mod is stable.  Calling Ivy "stable" isn't 100% accurate ;)

 

Looking forward to the next release.  For now I'd rather suffer a bit through the SCAT stuff just to hear her other lines.  Thanks again for all your work and for listening to feedback so well.  I have a couple mods myself on Nexus (tiny things, nothing involving models or textures or even scripting) and I'm too lazy to respond to requests like this.  Glad it's just me with the lazy bone :smile:

Thanks! Before releasing Ivy I took a moment to think upon the consequences of support and whatnot. And I made a conscious decision that if I would release, I would support, as I do with my other mod 'The Extended Lore Project'. I've been a part (and have run) some major mods and total conversions for Doom 3 and other games, so I knew what I was getting into. It was easy to extend the existing filters, I just needed to skim through the dialogue to add the conditionals to the 'scat' lines. I also took the liberty of adding them to any 'blood' lines. Yes, she's nasty.. I know, but if you know her whole backstory then you know there's real psychological reasons for her to be this way. :smile:

 

2 hours ago, Stiffon said:

This.  Same as in Skyrim - EVERYONE should be running the unofficial patch if modding the game. 

 

12 minutes ago, figarodlc said:

While I did run Arthmoor's Unofficial Patches for both Skyrim and Fallout, I no longer do. Because reasons. It's just not necessary to hard-code a dependency on UFOP.

 

Patch for those who run UFOP? Perhaps this is better.

 

But I respectfully disagree that Ivy should be made dependent upon UFOP and respectfully agree with Reginald to keep Ivy clear of any other mod dependencies. 

I don't think the conflicts would be in any way game breaking, but could introduce some of the old bugs that were fixed in UFOP. I might be willing to create a merge patch, but only after I've come to a stage where she's 'final'. I still have too many development ideas for her to commit to anything other than the core functions of Ivy. I know that by sidestepping, these sorts of things can get quickly out of hand so I need to force myself to focus on the basis. So I'll focus on requests/ideas/suggestions/bugs that are part of the core functionality of Ivy, so that she's playable and all offered features work, but I'll take new ideas/suggestions individually and either put them in front or on the back of the list. :smiley:

 

I just reached the golden 3000 lines marker (around 2200 different topics) by adding around 250 more generic idles, unlocking with higher affinity. This way, the higher her affinity (chatcount) becomes, the more new lines of dialogue will open up. It's my hope that even after you've reached 50 levels with Ivy you will still be hearing new lines from her.

Posted
12 minutes ago, Twotoes said:

I had the game radio on that station for about 7 hours worth of active gameplay, no sounds at all.

 

I had to read through all of the thread to find this tip, when I did this, I was able to talk to Ivy and trigger the next quest to get the voucher.

 

I would recommend that you add this tip to your mod faq or something. 

I am currently enjoying the companion. (the radio works after giving her the voucher, seems it starts the radio, and not before on the quest trigger you initially get)

 

Also, thank you DominusKaine for posting this.

 

 

I'm glad it's working now!

 

Some kind of mod conflict is causing this, the load order should fix this. If the radio is not starting, it means her initial redeem quest did not initiate, nor did her radio quest. In the first stage she broadcasts her location, in the second stage a pointer leads to her. If the first stage is not reached for some reason then the redeem quest cannot finish.

 

It would be better to try to find the mod causing this so I can recommend a better load order, and perhaps even see what's causing it so I can work around it. :smile:

 

Posted
On 4/3/2018 at 1:01 AM, Reginald_001 said:

That's one of the reason why I chose to go full 100% companion only with Ivy.

I know there are now really good anims and whatnot out there, if I would add this stuff to Ivy I would just be making her less compatible for players to play with.

 

On the other hand... how cool would it be if she asks for a morning blowjob and/or mouth piss... and it actually happens in-game when you agree?

 

1 hour ago, Reginald_001 said:

So I'll focus on requests/ideas/suggestions/bugs that are part of the core functionality of Ivy, so that she's playable and all offered features work, but I'll take new ideas/suggestions individually and either put them in front or on the back of the list. :smiley:

 

In the absence of any custom animations to coincide with some of her dialogue, I was thinking the other day as I was running a test on a new character for some stuff I'm working on; why not utilise some of the existing anims in the vanilla game with Ivy? This was one occurence where a vanilla animation might be applied to Ivy's "hug" dialogue:

 

5ac685bd2028d_Screenshot(671).thumb.png.071fbc0747df6abcff93996f2d41fd65.png

5ac6860669d3f_Screenshot(670).thumb.png.9d1719c6a2b4a77e832cd7580830bab3.png

 

Not sure if it is feasible, but we never know when an idea may be sparked when the muse pays a visit!;)

Posted

You can easily find any companion's RefID (vanilla or custom) as long as they have a companion quest which most do otherwise they won't work at all.

  1. Open console
  2. Help (the companion's name) 4 QUST like this --> Help Ivy 4 QUST
  3. Take note of the quest ID for the companion. In this case, Ivy's quest is _IvyCompQuest with a quest ID of xx000805 (xx being your load order position)
  4. SQV (the quest ID) --> SQV xx000805 (again, xx being your load order position)
  5. Look for a line with REF '(the companion's quest alias)'-> " (xx000000).
  6. xx000FF2 <-- this is your Ivy's RefID (again, xx being your load order position)
  7. xx000ff2.moveto player and now Ivy (or whichever lost companion) is right there with you

***** PLEASE NOTE that Ivy's RefID has changed as of v3.0 to xx08598c, and may or may not change as Reginald develops her further. You can still follow the same steps. It's just not verbatim any more.

Also, her temporary new location is IN THE SANCTUARY HILLS ROOT CELLAR

Posted

 

4 hours ago, Reginald_001 said:

I'm glad it's working now!

 

Some kind of mod conflict is causing this, the load order should fix this. If the radio is not starting, it means her initial redeem quest did not initiate, nor did her radio quest. In the first stage she broadcasts her location, in the second stage a pointer leads to her. If the first stage is not reached for some reason then the redeem quest cannot finish.

 

It would be better to try to find the mod causing this so I can recommend a better load order, and perhaps even see what's causing it so I can work around it. :smile:

 

I have a rather large modlist that I am working on getting optimized for my game.

 

I spent most of my time working on getting the CBBE present i wanted to work. it kept clipping and clipping... but now it behaves.

Spoiler

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ArmorKeywords.esm
Unofficial Fallout 4 Patch.esp
Loads.esm
Snap'n Build.esm
four_play_resources.esm
NewCalibers.esp
VotWMaster.esm
TortureDevices.esm
Devious Devices.esm
Weaponsmith Extended 2.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
Loads of Ammo - Leveled Lists.esp
Settlement Electricity Overhaul.esm
Crafting Workbench.esp
Crafting Workbenches - Junk Items.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Armorsmith Extended.esp
AnotherLife.esp
Extended weapon mods.esp
DeadBodyCollision.esp
dD-Realistic Ragdoll Force.esp
More Armor Slots.esp
BetterJunkFences.esp
Idiot Slut.esp
Better Weapon Scrap - Vanilla.esp
MinigunRedux.esp
AzarPonytailHairstyles.esp
EasyHacking.esp
four_play.esp
4PlaySEU.esp
Crazy_Animations_Gun.esp
FO4_AnimationsByLeito.esp
WastelandCodex.esp
Killable Children.esp
Killable Children - Far Harbor.esp
Killable Children - Nuka World.esp
CompanionIvy.esp
More Armor Slots - Vault-Tec Workshop.esp
More Armor Slots - Nuka World.esp
More Armor Slots - Far Harbor.esp
More Armor Slots - Automatron.esp
HN66Fo4_EasyGirl_BS.esp
3dscopes-framework.esp
3dscopes.esp
3dscopes-AddToSpawnList.esp
female mannequin.esp
VotWSpecialVideos.esp
Pip-Boy Flashlight.esp
DD_Khassar_De_Templari_Increased_build.esp
ASA.esp
Krisa.esp
Heather.18B5F3.18B5F3.18B5F3.esp
Ellie.23134B.esp
Jodelle.23134A.esp
Lin.231349.231349.esp
Yennefer.18B5F6.esp
With.225B69.esp
Lima.225B6A.225B6A.225B6A.225B6A.esp
THBrows.esp
MiscHairstyle.esp
Ghost.231346.231346.esp
Triss.23134C.23134C.23134C.23134C.esp
Lora.18B5F7.esp
cute.231348.231348.esp
Ciri.18B5F4.18B5F4.18B5F4.esp
KSHairdos.esp
Lexxa.225B67.225B67.225B67.225B67.esp
Roxy.225B68.225B68.225B68.225B68.225B68.225B68.esp
KSHairdos_oel.esp
The Eyes Of Beauty.esp
PA-Quick Animations.esp
ZellaHairDye.esp
CompanionIvy_HairAddon.esp
LooksMenu.esp
Remove Interior Fog -  Wasteland Workshop.esp
Remove Interior Fog - Automatron.esp
Remove Interior Fog - Contraptions Workshop.esp
Remove Interior Fog - Far Harbor.esp
Remove Interior Fog - Nuka Wolrd.esp
Remove Interior Fog - Vault-Tec Workshop.esp
Remove Interior Fog.esp
CBBE.esp
LooksMenu Customization Compendium.esp
LegendaryModification.esp
LegendaryModification2LM.esp
LegendaryModification2LMAKPatch.esp
LegendaryModificationMisc.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModification - DLC Far Harbor.esp
LegendaryModification - DLC Far Harbor (2LM).esp

2 hours ago, DominusKaine said:

You can easily find any companion's RefID (vanilla or custom) as long as they have a companion quest which most do otherwise they won't work at all.

  1. Open console
  2. Help (the companion's name) 4 QUST like this --> Help Ivy 4 QUST
  3. Take note of the quest ID for the companion. In this case, Ivy's quest is _IvyCompQuest with a quest ID of xx000805 (xx being your load order position)
  4. SQV (the quest ID) --> SQV xx000805 (again, xx being your load order position)
  5. Look for a line with REF '(the companion's quest alias)'-> " (xx000000).
  6. xx000FF2 <-- this is your Ivy's RefID (again, xx being your load order position)
  7. xx000ff2.moveto player and now Ivy (or whichever lost companion) is right there with you

***** PLEASE NOTE that Ivy's RefID has changed as of v3.0 to xx08598c, and may or may not change as Reginald develops her further. You can still follow the same steps. It's just not verbatim any more.

Also, her temporary new location is IN THE SANCTUARY HILLS ROOT CELLAR

 

 

There is a cellar in Sanctuary? o.O

 

 

*edit* colors

Posted

I too was looking for a bit more physical interaction from a "sex bot".   My father would say she is all tease and no please.  ;)  At times she asks for things.... at one point she asks for gum and another she asks for a vacuum tube.  When I gave her the item I was looking for some response... "Thanks for the gum."  Something.  Anything.  

I hope you don't take this suggestion the wrong way.  It is just that, a suggestion from someone who doesn't know a damn thing about modding.

Posted
5 hours ago, figarodlc said:

While I did run Arthmoor's Unofficial Patches for both Skyrim and Fallout, I no longer do. Because reasons. It's just not necessary to hard-code a dependency on UFOP.

 

Patch for those who run UFOP? Perhaps this is better.

 

But I respectfully disagree that Ivy should be made dependent upon UFOP and respectfully agree with Reginald to keep Ivy clear of any other mod dependencies. 

I never said she should be made dependent.  I just said, if you modding the game, you should be running the unofficial patch - why wouldn't you, it fixes more than it harms.  To each their own, but if I get a conflict and the choice is the unofficial patch or the mod - the mod loses and I move on to another that doesn't conflict.  Wasn't pushing either way - to each their own.

Posted
35 minutes ago, Stiffon said:

I never said she should be made dependent.  I just said, if you modding the game, you should be running the unofficial patch - why wouldn't you, it fixes more than it harms.  To each their own, but if I get a conflict and the choice is the unofficial patch or the mod - the mod loses and I move on to another that doesn't conflict.  Wasn't pushing either way - to each their own.

I just have not had great success with UFO4 patch. Every time I use it, something that was working fails to continue working. I have given that thing all the effort I intend to give it. I read over and over where people recommend it constantly and then I go back to give it a whirl only to leave it each time in disgust. I guess the things it fixes didnt bother me when they were broken and the things it breaks I cant live without would be the best way of putting it. I would really hate to see a great, working mod like Ivy go dependent on something like that. I sure mean no disrespect to you @Stiffon as you offer great ideas everywhere I have read after you. Just this one minor thing I cant agree on. Forgive me friend.

Posted
29 minutes ago, Stiffon said:

I never said she should be made dependent.  I just said, if you modding the game, you should be running the unofficial patch - why wouldn't you, it fixes more than it harms.  To each their own, but if I get a conflict and the choice is the unofficial patch or the mod - the mod loses and I move on to another that doesn't conflict.  Wasn't pushing either way - to each their own.

Your comment wasn't taken in any way negatively. I'm sorry if I misunderstood your agreeement with ModHunter42 whose premise was indeed dependency and I quote: 

 

"Unofficial Patch.

 

I wouldn't worry about making Ivy dependant. It's usually the first mod someone that mods their game will install. And So Many other mods already have it as a dependancy that it will usually be installed on most PC modded games."

Posted
13 minutes ago, figarodlc said:

Your comment wasn't taken in any way negatively. I'm sorry if I misunderstood your agreeement with ModHunter42 whose premise was indeed dependency and I quote: 

 

"Unofficial Patch.

 

I wouldn't worry about making Ivy dependant. It's usually the first mod someone that mods their game will install. And So Many other mods already have it as a dependancy that it will usually be installed on most PC modded games."

No apology necessary.  While an unofficial patch dependency would not bother me, I support either method.  I always use the unofficial patches and am thankful for the hard work those teams do to fix stuff that a commercial developer seems incapable of doing!  If a mod does not play well with the unofficial patch - no matter how awesome or wanted that mod is by myself - it will get dropped, as I will not remove the unofficial patch.  Like I said though, to each their own - there are still some people, after all these years, that still don't use the unofficial patch for Skyrim!

Posted
6 hours ago, figarodlc said:

 

 

In the absence of any custom animations to coincide with some of her dialogue, I was thinking the other day as I was running a test on a new character for some stuff I'm working on; why not utilise some of the existing anims in the vanilla game with Ivy? This was one occurence where a vanilla animation might be applied to Ivy's "hug" dialogue:

 

5ac685bd2028d_Screenshot(671).thumb.png.071fbc0747df6abcff93996f2d41fd65.png

5ac6860669d3f_Screenshot(670).thumb.png.9d1719c6a2b4a77e832cd7580830bab3.png

 

Not sure if it is feasible, but we never know when an idea may be sparked when the muse pays a visit!;)

Yes this is one of the things definitely on my list of things to explore. I think a working 'hug' anim is a must.

Another thing on my list is the requests that Ivy makes for gum and whatnot, I'll be looking into Shaun's 'fetch this item' quest and will re-produce that for Ivy as another form of mini-radiant quest.

 

Both things are on the list!

Posted
4 hours ago, Olmech said:

I just have not had great success with UFO4 patch. Every time I use it, something that was working fails to continue working. I have given that thing all the effort I intend to give it. I read over and over where people recommend it constantly and then I go back to give it a whirl only to leave it each time in disgust. I guess the things it fixes didnt bother me when they were broken and the things it breaks I cant live without would be the best way of putting it. I would really hate to see a great, working mod like Ivy go dependent on something like that. I sure mean no disrespect to you @Stiffon as you offer great ideas everywhere I have read after you. Just this one minor thing I cant agree on. Forgive me friend.

Nothing to forgive my friend.  I could install the Unofficial patch on 2 identical computers and have totally different results - that is the reality of PC gaming!  That is one of the myriad of reasons that consoles have overtaken us - only the dedicated will stay and make it work - the lesser mortals run to a console!

I have had great experiences with every unofficial patch, therefore I support them fully.  It may not be the same for you.  Peace.

Posted

 

I think I broke my robot, enter in HalluciGen, Inc., Ivy started to say fuck and collapsed on the floor, she still talked but did not move from her position, after cleaning the place and leaving, she was standing but the commandos did not respond and she did not move , It is normal?. and if it is how it is solved ?, for now only loading the previous game and avoiding that place with it, is my solution. (I apologize for my bad English is not my language) And it is the best companion I have seen for fallout 4 thanks

Posted
5 hours ago, eech20 said:

 

I think I broke my robot, enter in HalluciGen, Inc., Ivy started to say fuck and collapsed on the floor, she still talked but did not move from her position, after cleaning the place and leaving, she was standing but the commandos did not respond and she did not move , It is normal?. and if it is how it is solved ?, for now only loading the previous game and avoiding that place with it, is my solution. (I apologize for my bad English is not my language) And it is the best companion I have seen for fallout 4 thanks

I wouldn't know never heard about this. There is an animation there but it played for everyone testing so I don't know what to say. Check your mods for conflicts, or check your load order. The first thing to try is moving Ivy DOWN in the load order (e.g. put her last) and see if that fixes the bug.

Posted
1 hour ago, Reginald_001 said:

I wouldn't know never heard about this. There is an animation there but it played for everyone testing so I don't know what to say. Check your mods for conflicts, or check your load order. The first thing to try is moving Ivy DOWN in the load order (e.g. put her last) and see if that fixes the bug.

Thanks for answering, I just wanted to know if that part was normal, I will look for the mod, which causes the conflict, to locate it I will comment on it, thanks again and excellent mod
Posted
1 hour ago, eech20 said:

Thanks for answering, I just wanted to know if that part was normal, I will look for the mod, which causes the conflict, to locate it I will comment on it, thanks again and excellent mod

Yeah she's supposed to glitch out, then recover because of the gas.

Posted
7 minutes ago, Reginald_001 said:

Yeah she's supposed to glitch out, then recover because of the gas.

Ah, another scripted "bugged out" event. Good to know.

 

I love her "glitchiness" and comments about "player knowledge", a.k.a. Fast Travel, elevator load screens, virtual reality, etc. You damn near thought of everything, and yet, I get the feeling it's still just the tip. 

Posted

This mod is fan-f**king-tastic! A must for any playthrough. I really like the radio and who did the- Oh my lord/custard for you baby song? Cheers.

Posted
3 hours ago, DominusKaine said:

Ah, another scripted "bugged out" event. Good to know.

 

I love her "glitchiness" and comments about "player knowledge", a.k.a. Fast Travel, elevator load screens, virtual reality, etc. You damn near thought of everything, and yet, I get the feeling it's still just the tip. 

They're fun to make! I added some new remarks (not glitches) in the latest build as well. ;)

52 minutes ago, Jedstream said:

This mod is fan-f**king-tastic! A must for any playthrough. I really like the radio and who did the- Oh my lord/custard for you baby song? Cheers.

Thanks!

 

I am annoyed by the companion bug which all companions have where they fall to the ground and glitch out for real. I reached a point today where Ivy fell from great height, she decided to just jump down like Piper usually does as well. I rushed down, she was crippled, but her health was 150 as usual.. She was just sitting on the ground, complementing me on my butt (!)..... but I couldn't Stimpak her.... It was pretty silly. :smiley:

I'll look into an extra condition for her dialogue to make her quiet if she's crippled, but I'm note sure if the existing script functions will return the correct data on this.

 

(I solved it by teleporting her to my location using her Holotape, that resets her idle anims and resolves most glitches like this).

(Also: If she runs a 'glitch' anim during a battle, you can use the teleport function to reset her anims and pull her back into the fight instantly)

 

In fact, I've been using Ivy's teleport function strategically as well, placing her somewhere, telling her to stay, letting her lure the enemy into an ambush, then teleport her to safety besides me, and kill all enemies with ease... It made me think that Ivy needs some kind of 'turret' mode, where you can lob an ivy grenade, and she'll teleport there, but also stay there at that spot. That way you can flank enemies with more strategic possibilities.

 

I'm trying to find out if this is a glitch with Ivy or the whole game as I have had the same thing happen to Piper from day 1. In fact, it was the reason why I originally just modded all my companions not to have falling damage. Can anyone confirm this as Fallout Bug? Or is it an Ivy thing?

 

May I just say that Ivy wears it better than Piper?

ScreenShot8.png

Posted
45 minutes ago, Reginald_001 said:

I'm trying to find out if this is a glitch with Ivy or the whole game as I have had the same thing happen to Piper from day 1. In fact, it was the reason why I originally just modded all my companions not to have falling damage. Can anyone confirm this as Fallout Bug? Or is it an Ivy thing?

 

May I just say that Ivy wears it better than Piper?

Yeah, it's an old gift from bugthesda that keeps on giving. I usually have it worse with Cait for some reason. In one playthrough it got so bad that I just said 'fuck it" and let her stay in bleedout for 15 or so quests. It became hilarious because every time I would fast travel, there she would spawn behind me in her permanent bleedout state looking up at me as if to say "ya basterrd" in that Irish brogue. :tongue:

 

Of course you may say Ivy wears the red coat better than Piper. Oh, and she's ten times the companion Piper is too! 

Posted
7 minutes ago, figarodlc said:

Yeah, it's an old gift from bugthesda that keeps on giving. I usually have it worse with Cait for some reason. In one playthrough it got so bad that I just said 'fuck it" and let her stay in bleedout for 15 or so quests. It became hilarious because every time I would fast travel, there she would spawn behind me in her permanent bleedout state looking up at me as if to say "ya basterrd" in that Irish brogue. :tongue:

 

Of course you may say Ivy wears the red coat better than Piper. Oh, and she's ten times the companion Piper is too! 

I'm gonna see if I can find a bug fix for it in the form of a patch that fixes all companions of this behavior. I'll create a companion follower quest that aliases the current followers (any) and hooks into the crippled events. I should be able to set a timer that pops a companion back into shape after say 10 seconds if it turns out they haven't after that time. (Or is that part of the UFO4 patch?? :smiley: )

Posted
3 minutes ago, Reginald_001 said:

I'm gonna see if I can find a bug fix for it in the form of a patch that fixes all companions of this behavior. I'll create a companion follower quest that aliases the current followers (any) and hooks into the crippled events. I should be able to set a timer that pops a companion back into shape after say 10 seconds if it turns out they haven't after that time.

This thread has a comment about using the ForceObjectPosition console command to unstick companions: https://steamcommunity.com/app/377160/discussions/0/492378265889212760/

Never tried this, but maybe worth an investigation?

Posted
26 minutes ago, figarodlc said:

This thread has a comment about using the ForceObjectPosition console command to unstick companions: https://steamcommunity.com/app/377160/discussions/0/492378265889212760/

Never tried this, but maybe worth an investigation?

I actually found that triggering any anim will fix it. So the trick is to force an idleStop anim, which resets them back to regular idle.

I've been fiddling with this for the hugging anim (which I haven't gotten to work yet) but triggering an anim through script is easy enough. ;)

 

Edit: I did manage to implement the 'do you have some gum' for me lines. If you have gum, a new conversation line becomes available where you can give the gum and she thanks you. :smile:

Posted

Would the fix you are working on ignore say; an idle animation rug mod, like Busy Settlers? (I think) As for a fix in UFO4, I don't think there is, as I have also experienced the bug many times and have always had the patch.

 

Would you accept any suggestions on dialogue or topics of dialogue?

Posted
36 minutes ago, figarodlc said:

This thread has a comment about using the ForceObjectPosition console command to unstick companions: https://steamcommunity.com/app/377160/discussions/0/492378265889212760/

Never tried this, but maybe worth an investigation?

 

30 minutes ago, Reginald_001 said:

I actually found that triggering any anim will fix it. So the trick is to force an idleStop anim, which resets them back to regular idle.

I've been fiddling with this for the hugging anim (which I haven't gotten to work yet) but triggering an anim through script is easy enough. ;)

Not sure about what Figaro linked but if it's anything like that permanently falling anim with their arms up in the air as they float-follow you, I usually just fix that via console by clicking on them and "modpos z 100". It raises them up so they can finish "the fall" and then reset back to normal anim/stance. No harm, no foul.

 

I did have an issue last night where I didn't know Ivy was in Bleedout stage while I was hightailing it back to RR from downtown. I literally ran over the hill and through the woods, not to mention, across the river, past the ghouls, everything. I figured Ivy was right behind me along with my other companions. Got to RR and did a headcount. All present except for Ivy. TP'd her to me via holotape, and noticed she was in Bleedout. Stimpak'd her and she was fine. The odd part is that she didn't auto teleport to me like the other companions did. This was the one and only time this happened, and I didn't try to repeat the issue and chalked it up to script/engine lag.

 

Since we don't have a well developed anim loader yet, if you sussed it out to make it work with Ivy, I can see it possibly getting adopted into some iteration of FourPlay... or maybe you need to come at it via FourPlay. Just spitballin, bro. I try to look at every angle when tackling a feature/issue like this.

 

EDITED for typos :tongue:

 

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