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When I mod her, I make sure she is not my companion and she is assigned to the settlement the Robot Build station is. Never had any issues doing it that way.
I tried building, and scrapping, the workstation in two different settlements.
Bethesda at its finest I guess.
I know there are console commands to reset companions such as recycleactor but never used them so maybe someone on the forums can advise if this would work.
Build the station at RR once I have the schematic before doing anything else.
Never give ada anything to carry or even load ada into the workbench until the DLC main quest requires it to be done and I have completed the talk to ada part of adding the item.
I've seen the glitch where a robot companion just won't follow the dismiss command in the game where we completed the quest. I have a new glitch this game.
Sounds like the quest missed the step that enables the mechanist when the quest advances to using that second mod to open the doors.
As for dismissing a companion that refuses there is a console commands to force dismiss them discussed at this link.
https://bethesda.net/community/topic/60976/solved-can-t-dismiss-companion-recruited-via-console-commands-please-help/4?language%5B%5D=en
Another option would be to target the companion and then use the console command.
CF "actor.SetCompanion" false
I feel like these two things don't go together. :D
i've always felt wabbajack was exceedingly well named: you never know in advance if using a given pack is going to make your situation better or worse.
THANK YOU!!!