I'll find out soon enough myself I guess, doing another fresh install ... yay me. I've read everything I can find on this mod and have a few questions:
1) Can a home location be set for companions recruited with this mod?
2) Can trade windows be opened with companions recruited from other mods? Seems odd I know, but with another mod I was useing (later deleted due to massive CTDs among other reasons) it was nice just being able to pop open a companions inventory without having to go through all the dialog scrolling just to get there. Of course that could have been part of the reason for the CTDs :shrug:
3) Can orders be issued to companions not recruited with this mod? From what I've read, I dont believe I would be able to, but figured I'd ask instead of assume. Actually wouldnt have thought of it except I could with another mod ... but then massive CTDs etc etc.
Anyway, pretty much no matter what the answers are for those questions I'll be useing this mod, sounds great

Thanks.
Okay, questions answered:
1) Er... well, it was on the plan. Looking at things, I forgot to implement it. Consider that WIP.
2) You can Befriend them via CSR and lend/borrow stuff (of equal value), but actual restriction-free sharing requires them to be active party members, which means the CSR scripts are running on them and they'd cause weird conflicts. I figure I should probably knock up a non-CSR mod which adds a separate easy-share option though, as I've seen a fair few people seem to want one.
3) Nope. The order system depends on the recruitment lists to know who's in the party, who can heal etc- only mods built around Companion Core.esm (CSR, RobCo Certified v2, Wasteland Whisperer v2) can access the system. If you dismiss them as a companion from one mod and then recruit them with CSR it might work, otherwise the different order scripts will fight over them. That's almost certain not to work for Phalanx companions.
Thanks for the release! :goodjob:
One question. How do I fix crippled limbs on companions? Do I need to recruit a doctor for it, or can I do it myself? A reprogrammed sentry bot's missile launcher managed to get a good hit on my companions through friendly fire. I guess we shouldn't stand in the way.
Just a stimpack'll do it. A recruited medic will help prevent them getting crippled in the first place, but they won't auto-fix them once they've been busted up.
(also someone's pointed out the, ah, lack of team-player spirit in Sentry Bots in the RobCo thread, so there'll be a selectable upgrade that removes the AoE from the missile)