FALLOUT 4
Better Companions by techprince
Fallout 4 » Companions
Added: 18/09/2016 - 08:13PM
Updated: 18/05/2017 - 07:47PM

1,896 Endorsements

1.12 Latest version

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Uploaded by techprince

Description

Last updated at 19:47, 18 May 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.


Features

This mod does the following to the companions :

+ Adds missing perks.
+ Adds specialty perks.
+ Adds utility 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.
+ Allows companions to revive themselves when they go down.
+ Allows companions to switch between primary and secondary weapons on the fly.
! 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.

All companions are supported, including DLC.


Requirements

None.


Notes

All humanoid companions have had their accuracy bonus increased from 60% to 75%.

All companions now have specialization perks and utility perks.


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

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

Companion utility perks are as follows :

Cait 10% chance to cripple enemy limbs or grand slam their head clean off.
Codsworth Burns enemies for 5 damage per second for 3 seconds.
Curie Increases damage on her enemy from all the sources by 10%. Has 10% chance to heal herself for 20 points of health when getting hit.
Danse Reflects 20% melee damage. 10% chance to reflect incoming bullets.
Deacon 20% critical chance.
Dogmeat 10% chance to paralyze his enemy.

Hancock Movement speed increased by 50%. Heals himself for 20 points of health on every enemy kill.
MacCready Double damage to enemies below 20% health.
Valentine 20+2*(Intelligence)% chance to shut down robots on command. Has 10 seconds cooldown on every use.
Piper 20+2*(Charisma)% chance to calm and incite animals to attack on command.
Garvey 20+2*(Charisma)% chance to intimidate humans.
Strong Receives 50% less damage while moving. 2H attacks now hit all enemies in front of him.
X6-88 20% chance to become invisible and immune to damage for 5 seconds when getting hit.
Longfellow 20+2*(Charisma)% chance to calm creatures on command.
Gage 20% chance of enemies exploding into shower of caps. 10% chance of chain explosion.

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 any mods that changes companion AI.
Compatible with all other mods.
For Valdacil's Item Sorting a patch is available at Radrose Usability Enhancements
For Unlimited Companion Framework, this mod needs to be loaded BEFORE UCF.
NoSharedDogmeatTemplate needs to be loaded before all the mods that affect dogmeat.