FALLOUT 4
Better Companions by techprince
Fallout 4 » Companions
Added: 18/09/2016 - 08:13PM
Updated: 03/03/2017 - 09:34AM

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Uploaded by techprince

Description

Last updated at 9:34, 3 Mar 2017 Uploaded at 20:13, 18 Sep 2016


I realized that none of the companions behave like they are suppose to. Their weapon switching conditions are very irregular. They only switch to 1H weapons and even that is random. They cannot switch to Fist weapons and 2H weapons automatically. Also, if i want them to use a shotgun at melee range and a rifle at long range, i cannot do so. Now to change all of this i made this mod. And while making it, i added few perks to make them strong and unique in their own way.

Highly recommended to use this with Weapon Balance Overhaul.


Features

This mod does the following to the companions :

+ Adds missing perks.
+ Adds specialty perks.
+ Adds fall damage immunity.
+ Adds unlimited ammo and unbreakable power armor functionality.
+ Adds auto teleportation when out of combat.
+ Allows player to modify companion distance.
! Fixes sneaking.
! Improves gun accuracy.
! Improves affinity perks.
! Improves bumping. They will move away from player faster and further.
! Reduces gun-bashing frequency.
! Improves combat by allowing them to switch between primary and secondary weapons on the fly.

All companions are supported, including DLC.


Requirements

None.


Notes

All humanoid companions have had their accuracy bonus increased from 60% to 75%.
Cait and Hancock have 100% accuracy bonus due to lack of long ranged damage bonus.


Companion specializations are as follows : (All the following companions have 20% damage bonus to their specialized weapons.)

Cait Fist Weapons, Shotguns
Curie (Synth) Pistols, Rifles
Danse Heavy Weapons, Rifles
Deacon Pistols, Rifles
Hancock 1H Weapons, Shotguns
MacCready 1H weapons, Rifles
Valentine 1H Weapons, Pistols
Piper 1H Weapons, Pistols
Garvey Fist Weapons, Rifles
Strong 2H Weapons, Heavy Weapons
X6-88 1H Weapons, Rifles
Longfellow 1H Weapons, Rifles
Gage 2H Weapons, Rifles

Companion affinity perks are as follows : (Most of the conditions have been removed from the perks.)

Cait +20% Action Point regeneration.
Curie +20 Health, +20 Poison Resistance, +20 Radiation Resistance.
Codsworth +10% outgoing ballistic damage, -10% incoming ballistic damage.
Danse +20% damage against irradiated ghouls, super mutants and synths (unchanged).
Deacon +20% sneak attack damage, +40% stealth boy duration (unchanged).
Hancock 20% faster critical rate.
MacCready 20% improved accuracy in VATS.
Valentine +1 hacking guess, -50% terminal lockout cooldown and -10% VATS AP cost.
Piper Buying and selling prices are 10% better. Persuasion chances increased by +10%.
Garvey +20% damage and +20 Damage Resistance against three or more opponents (unchanged).
Strong +20% melee damage.
X6-88 +10% outgoing energy damage, -10% incoming energy damage.

Now we can assign a short range weapon, a medium range weapon and a long range weapon to our companion. They will equip the corresponding weapons according to the distance.

To assign the primary and secondary weapons, do the following :
- Equip a weapon on a companion.
- Open Better Companions Configuration Holotape.
- Select corresponding companion name.
- Select short/medium/long as you see fit.

For custom companions :- Recruit them first. Register them via Companions Configuration - Custom - Register Custom Companions. Then do as stated above.

REMEMBER TO GIVE THEM ONE AMMO FOR THEIR GUNS ELSE THEY WILL NOT SHOOT ANYTHING WHEN THEY ARE EQUIPPED.


Updating

1. Download the updated files and overwrite with the existing files. Go in the game and check if its working properly.


Uninstallation

1. Stop the mod via going into holotape -> Mod Maintenance -> Stop OR Type "stopquest tpBCAIQuest" in console. Save your game.
2. Deactivate mod and delete it.


Compatibility

NOT compatible with More Smarter Companions Mod.
Compatible with all other mods.
Make sure to load this at the very end in your load order except for Unlimited Companion Framework. This mod needs to be loaded BEFORE UCF.