FALLOUT 4
More Smarter Companions Mod by Deathlock47
Fallout 4 » Companions
Added: 15/12/2016 - 08:14AM
Updated: 15/04/2017 - 04:20AM

1,937 Endorsements

20 Latest version

27,629 Unique D/Ls

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Uploaded by davidhalmbrenner

Description

Last updated at 4:20, 15 Apr 2017 Uploaded at 8:14, 15 Dec 2016



Do you wish there was a bigger reason to choose a companion other than who looks the best? Do you hate it when you companion is to stupid to retreat? or switch weapons? Would you like to see Danse run someone over with his power armor? Then stick around, and read through the rest of my bad grammar.

***


What this mod does. It modifies all the companions to have a lot more uniqueness to their fight. Some have a chance of getting a better permanent gun, most get fun special abilities and all get a much needed AI upgrade plus perks(15-35 per follower). I changed a lot, so let me just break it down simple...




ALL  of the companions have had their AI tweaked so they will re-target nearby threats so they don’t get mauled. Most will also pull out a melee weapon if engaged in close range and have a decent weapon on hand(give them one). Perception will effect their cone of fire if they’re not moving or crouched. They can now critical and it’s based off their luck stat (5 = 5%). They indicate that they are under chem or alcohol effects by showing the generic legendary yellow smoke effect. Adjusted non stealthy guys to be less stealthy (danse, strong) and stealthy to be really stealthy (piper, nick,*deacon*,dogmeat). All "companion weapons" get a 5% boost in power for every 10 levels up to 25%. companions get a damage boost to ALL weapons on enemies level 50 and above starting at level 70 (max25% at level 120). Companions received perks for weapons they would prefer, chem, alcohol, food, stimpack use, night vs day perks and radiation immunity’s varying on their personality types and race.

Danse has always been good but he is tanky so I made him a close to mid-range fighter. He stays out in the open taking the hits so you don't have to. If you are hurt badly enough by things near you he will attempt to charge in and pain train or punch some enemy’s to draw attention off you. If you complete his favor quest he will additionally slow down fusion cell usage by half when he is partied with you. He is however big and can’t avoid mines. His armor takes zero health damage making him really customizable. He is also effective with heavy weapons.

MacCready is really good with single shot rifles and as such has a great chance of doing limb damage, armor piercing disarming and shooting for the head. He has high luck and can do even more bonus damage when he crits. Over all he is average in his healing, drug, explosive and auto weapon use. upon first contact with the enemy he will attempt to hold his ground keeping calm under fire and focusing on using his gun. if taking to much fire he will attempt to fall back to cover taking less shots but more accurate. Where he shines is his scavenging ability’s. He is good at finding ammo and any weapon he uses only consumes half ammo. He also left his favorite semi auto sniper where you found him


Cait likes things up close and personal. She can use unarmed weapons but prefers melee weapons as most of her abilities are for melee. She is very good at keeping anything she fight with off balance (on the ground) or disarmed including monsters. She takes less damage while moving and is faster while in melee. She has high chances of dodging attacks and blocking melee. Her standard shotgun has been upgraded so it’s not completely useless out of range and she will use it to close the distance. Cait is no longer stupid when she is taking a lot of damage when she is up close and will disengage from melee when she is hurt. Completing her quest will additionally speed your attacks and movement when fighting with melee and HER BY YOUR SIDE.

Preston is very cover friendly and receives bonuses while not moving. If equipped with his lost pistol he will use it in close encounters (check museum). Sturges also upgraded a laser rifle musket that got lost in the fight at the museum. His musket damage has increased by more than double and is well trained im musket use. he gets a chance to knock enemies on their ass if they didn’t die from his musket shots. He is very useful with explosives and will sometime throw a Molotov in hard fights. He is really good at rifle butting and also gets a 20% damage boost to all non-heavy guns. As a high ranking officer in the minute men he also can call them in for harder fights but the ability falls under the same rules as your flare gun(except faster cooldown).


Curie as an ex Mr. handy (or nanny[whatever]) likes to get her hands dirty and since she won’t have basic synthe programming to blend in she can push her body to its limits. In a vault med lab you can find her syringer that poisons enemies lowers damage resistance and reduces action points. But she prefers to examine the wasteland with her hands and does well with unarmed type weapon. Using hand to hand she will methodically brake down her opponents by disabling there limbs. She can knock anyone out including creatures for a few seconds and will attempt to dodge most attacks of any kind. She can almost completely heal herself with here medical skills when she is hurt. She will also passively cure your radiation when she is a follower and you've completed her quest. None of this works when she is a Mr. HandyDandyNanny though.

Dogmeat is much faster in combat like a dog would be. Dogmeat also gives you enemy vision when asked to find enemies based on where he/she is. He/she will now attempt to run from bad situations instead of getting killed. Dogmeat being an alpha dog will passively turn any dogs near her friendly. pacified dogs (one at a time) will follow Dogmeat around until abandoned or dead. He/she has had a buff to bleed effects and disarming abilities if you have them as perks. Dogmeat used to get a health bonus based on level but I changes that to damage reduction so his/her new passive healing is more effective.

Nick is now tougher than ever and can use most fire arms but prefers single shot pistols like the 44 on his desk. Not much for the kill shot he will try to disarm or cripple enemies and doesn’t have issues with attacking in close range. His greatest ability is that he can hold up Enemy NPCs that are unaware while he is in stealth. These held up people will usually drop their weapon and rare ammo/caps that you would not otherwise have gotten of them. You may have additional options if you are near the NPC soon after being held up. Nick's undercover work has taught him much about using stealth. Nicks lack of a dermal layer makes him extremely susceptible to direct fire damage.

Deacon is frail and weak. That being said he is the only companion that can now stealth attack x6 with a gun x14 with a melee weapon on unaware or searching enemies. With his silenced rifle in the railroad HQ he can one-shot most bad guys assuming he doesn’t miss. While player is in stealth command him to attack then where to make the attack from, allowing you time to set up for someone else. He is really effective with a stealboy but can stealth on his own for 10sec if you crouch. He will also try to stealth while in melee giving him increased damage resistance (harder to hit).he prefers keeping combat midrange to long and using silence weapons. He is also extremely stealthy but keep in mind that out in the open in the day is still not very stealthy.


STRONG is well, strong… so he tends to charge in to bash in heads. Not much for retreating he prefers to rely on his natural abilities. He can passively heal and it kicks in to overdrive once he is below 25% health. While in this pissed off low health state he gets faster and stronger with a slew of new effects on enemies to the point he has a chance to instantly kill most types of enemies. That being said he can use guns simi effectively with the exception of heavy weapons in which he can use with deadly proficiency. Strong is also not very good around stealthy situations and traps/mines.


X6-88 is deadly accurate and if he picked up is prototype gun in the enclave or libertalia he will pull it out and decimate enemies WHEN he feels threatened. 2mm ammo is not cheap and x6 is efficient. If too badly hurt he might call in synthes to help him fight. X6 likes to keep things midish range mostly advancing when using superior fire power but falling back cautiously making accurate shots when overwhelmed. X6 does not like the effects of electricity on his systems and takes extra damage from that damage type.Without armor he is weak and prefers to kill things before they shoot back.

Piper doesn’t trust synths and as such studied anything mechanical like for weak spots. She has a chance to do 4x damage to any robotic enemies. She brings along special ammo that causes a lot diverse effects. she will start a fight mid to close range but can retreat if hurt badly enough. Her experience in the wasteland has gained her a lot of contacts and information. So she can blackmail some enemies to fight for you. she keeps an armor piercing 10mm close to where she sleeps. Her time in the wastes was tough and has learned when to keep your head down and be stealthy. Completing her quest gives you a bonus to speech WHEN traveling with her.

Hancock likes to keep things close-ish and will alternate between stabbing range and shotgun range. He also likes to flank his enemies either from the side or the back. He is proficient with auto guns but really likes his peace keeping converted tommy shotgun that he keeps on display. Hancock is unique in that all his stats affect him drastically so chem stat changes effect him drastically: strength=melee damage(more so then norm), intelligence = gun damage, agility = stealth, endurance = damage received, charisma = given chems time limit and like all companions now perception = aim, luck = crit chance. Hancock also has a 2 chems of his own. one increases Intelligence and strength (red) and the other speed and endurance(lightgreen).


Codsworth still sucks but can still say your name. That being said he is a little tougher and a little more cautious. His carry weight is now high so he can store a lot of stuff/loot. His flamethrower now does fire damage instead of energy so it should go through armor and might make people run away. If you complete his follower quest he will give you a large bonus to any scrap that you break down near him.


SPOTLIGHT




Updating
to be safe. make all your companions leave (shuts down scripts) and go somewhere else (shuts down effects). save. uninstall old mod, then install new mod. try to keep it in the same order so you don't have to pick up some of the companion guns again. load save.

Notes:

I suck at spelling and grammar. plus when you become a mod author this site slows way down apparently. some letters just don't make it here.

The video is hard to explain. I suck at making them. click the videos tab for a brief explanation of what im showcasing. or make a better one (please)

There are a lot more perks that they have but don’t have the time to get into but for the most part try to read between the lines of their descriptions. its more fun this way anyways.

This mod uses scripts If that’s a problem, but it doesn’t need a script extender. my scripts are light and well tested.

Some companions are no longer immune to radiation (when a active follower) however out of combat the game still heals the s*** out of them so the only effects you will see is out of combat they heal slower and in combat radiation hurts, a lot.

Every one except Danse will switch to a melee weapon when engaged in melee unless you equip them with a weapon from there inventory. Equip no weapon and they will choose for themselves. If you equip someone like deacon with a “super sledge 9000” and the “little pee shooter that couldn’t” expect him to engage with melee sooner and from farther away. This works both ways. Auto plasma beats knife at close range for most but expect someone like Cait to favor the knife when they get close.

Danse will sometimes do his charge and stop short of someone. This will only last a second and he will usually switch to a weapon or punch the target. I think this has something to do with why he never no matter what switches to a melee weapon unless forced to(by you) or scripted to.

DEACONS STEALTH COMMAND ATTACK only works if he is crouched and not in combat. You have to tell him to attack target like normal but he won’t do anything until you tell him where to make the attack (click on the ground). He will then stealthfully move there and then attack giving you time to set up yourself. He can also miss.

Nicks Hands Up Effect only works on the unaware and only when nick is crouched. Think of him as more a 10 foot radius trap. Check his inventory for loot or he might use it when he picks up a gun with the same ammo type. you now have to collect it on the ground. (nicks modded armor bug)

Nick gets 45 a lot when holding people up so you could give him a gun that uses that type of ammo.

X6-88 won’t get his special weapon ammo unless he picked up his prototype gun

Piper is the only one who has a holdup effect that can work on people that have a higher level then you. Blackmail gets everyone no matter how high up the food chain you are.

All Picked up companion special weapons cannot be removed (unless through console) and will be favored over their old weapons. Except for Preston who uses his pistol at close range and X6 who uses his big gun when he randomly gets special ammo for it. to get them, find them and tell the corresponding companion to pick it up(hints above).

Prestons flare gun ability has a faster cool down then you but sometimes nobody answers, just like when you use it.

Hancock will not use his stash if he is on your drugs…. chems…. whatever.

I have tested and tweaked this mod for balance but am open to input. Levels 1-15ish there a little on the op side but even out on higher levels.
this mod is balanced for hardmode.

Its super fun to OD Hancock and watch that auto shotgun go crazy.

FU grammar police ;)


Compatability
companion unlimited ammo mod
if you chose single it will work if you use multi it might not work. you could always just  press (~) click on your companion and type "addkeyword 23f1ca" and they will stop using ammo. its what the multi version does.

Any Mod that lets you recruit multiple followers.
Should be fine. That being said some of their abilitys and your added companion perks check if they're in "current companion faction" so probably only the first recruited companion will let you use my augmented companion perks

better companions.
his mod effects the combat styles and so does mine. not compatible(ish). however im told his is compatible with face mods. so my be a good alternative to this mod

ARBITRATION
works. just as long as you load mine after.(tested good)

Curie Get Your Gun.
is redundant and may make her favor her laser rifle over my new cooler syringer

Super mutant redux.
effects strong so you might want to prioritize the strong you prefer (lower in order) as my mod inadvertently does a lot similar

Face mods
esp's need a patch from FO4Edit (check the forums tab here on how to do that). texture replacers (plugins?) needs to be imported to my esp. or they need to be labeled to replace the correct texture/morph. an example would be valentine reborn in the installation section. some authors do this some don't.

TNR Shoulder Lamp by AKcelsior
Don't give to deacon. It does weird things and I have no idea why. apparently cloaking and lights don't mix well.

Perk mods
companions use a lot of the same perks you do. if the generic perks change it will probably change for them... so should be fine?

Location changing mods like Elianora's Faction Housing Overhaul conflict with the RR HQ where Deacons gun is so place them under this. (Tested positive to work).



The future of this mod This mod is about bug free. most complications arise from mod mixing. I will still keep my eye on it but the downloads are drifting off. I added it to beth.net for the xbox. PS4 cant add scripts. I don't want to make a light version for PS cuz it would be sad. I finely got the DLC but havnet played it. I imagine I will be making my own edits to the followers there. they im sure will make it here. im also thinking of a new mod sense I started dabbling in quests (its how dogs follow dogmeat). kinda a bounty hunter force that tracks your crime and sends hits on you while your chasing mutated butterflies. this came about because the dynamic AI/abilities that the companions have are really fun to fight while I tested them. we will see.


Recommended mods with this
Companion Command and Tactics
Companion Stealth Distance Fix (No Free Hugs)


Thanks
shatteredsteal, ai-tv, Dogtoothcg, Ashnal, B-Money and the rest of Fallout Mods Discord (https://discordapp.com/channels/252656277820407808/252656277820407808). cuz before them i didn't know shiyt.

Uninstalling
the safest way would be to make all your companions leave and go somewhere they are not then save before uninstalling. companion scripts will shut down when dismissed.

Legal
change what you want but don't republish any part of this mod without my expressed permission. permission is best gained trough posts here or discord forum(Deathlock47). if you want to make a compatibility patch with your mod you don't need to ask me (its still nice to do). just know that I update a lot and its possible that future updates will be incompatible with your patch.

Version

    1. Base
    2. Changed X6s prototype gun to not be used by player so he can pick it up and use it. made all companion guns respawn incase something happens you can always get then again. tweaked MacCready to do more flanking with better aim and range. tried to make Deacon a little faster when told to stealthkill.
    3. Cait has IronFist 4 removed(I rather she use a melee weapon). Curie can now knockout humans, Gen 2 synths, and ghouls. X6 will no longer call in a skynet army when hurt bad(6 second cool down). X6 received AdamantiumSkeleton01 and 02.
    4.Gives Dogmeat a " Dogmeats found a new friend message" to pacified dogs so you don't wonder why all these ugly hairless dogs around you are not eating you.
    5. Dogmeat aggression set to "aggressive" not "very aggressive" so he doesn't attack everyone in a new game. check posts if you met him before patch in a new game.
    6. fixed Dogmeat retreating to 30% heath not under 3000% Health.
    7. fixed Danse aggression to 1 not 2 (goth pissed). checked other companions for psychological problems. check post for fix if you already met danse (with this mod)before patch 7
    8. Followers no longer help out economically. all scavenger, fortune finder, pickpock, cap collector, meat finding, and speech helping perks removed. piper still helps with speech(if her quest is done) and Mac still has 50% ammo refunding for himself. nick also still receives ammo/caps for holdups. for all those hardcore players out there, this is for you. "balance bitch" *drops mic*
    9. now you need to ask Dogmeat to find enemies to get " super cheating wall hacks with purple swirly s*** ". only works when she is tracking not in combat. also made "quest Dogmeat find enemies" not garbage. did you know she only searches in a 90' cone that your facing? now you know, G.I.Joe
    10. full cleaning in FO4edit(should be last) deacons starting level is not 70. Remade Preston's script. he now more organically calls in minute men when there actually needed. he also can only get one Molotov at a time. no more scorched earth.
    11. Curie filler actor is cleaned for errors so robot curie can work. I didnt edit it (I think). the CK is stupid sometimes.
    12.Danse only stomps around in combat. perk pain train removed and danse pain train edited. his script edited to have a higher chance for one liner. Strong cleaned of scrounger 02 (musta slipped past V8) and bump time reduced from 1 sec to 1/100 of a sec with a min move of about double what it was.
    13. combat AI changes for most so they got to melee more often up close and start off aggressive. all bloodymess perks removed(Hancock). 5% boost per 10 levels starting at 70 -110+(25% max) to all weapons for all companions that fight things over level 50 (so things under 50 still have a chance). perception aim works past perception 15 now. ends at 20+ for a max of 75% better aim. Val, Mac, X6, hancock, piper, strong, Danse, deacon all got a new commando perk. val, mac, x6 still have their commando01 making them really good with autos. Dogmeats alpha ability actually lasts longer then a second (long story). hancock now favors his gun or melee the same in the start of a fight and will be more gunny when things aren't working out for him. MacCready will start a fight by aggressively standing his ground. when taking to much fire he will retreat and take slower more accurate shots. X6's Script has been deleted and recreated cleaner. he will gain ammo less often and call in less reinforces. X6s melee perks toned down to make the other companions more unique. recommend not loading a save with him loaded in the area to help his script transition. strong alternates between guns received and melee easer. anyone with a facemod patch will have to add these changes to their patch.
    14. Dogmeat no longer will apply his night eye spell on companions. nick no longer receives stuff from holding people up. it just drops on the ground near them as "Loot".
    15.dammit I need to stop working on this... so cleaned up unnecessary perks like chem resistance. toned down how often piper blackmails people (6%-4%) so its not every fight. changed all the holdup effects to be less blue and more like they're sweating and stressed out in fear. turned down pipers anti robotic damage to be about one out of 6 hits and not one out of 5. tried to fix Danse to punch more when charging and within distance. added the abLiveLove perk to replace PerkLiveLove. they are almost the same but a few mags are not part of the second one(older?). removed level cap for all companions (most in vanilla where already like this with a few exceptions). Dogmeat is a little more "guaranteed" to disengage and run for cover at 30% health as long is she is not in an animation. fixed the ai switching script to change combat ai then wait for registration instead of the other way around (more of an OCD thing) they will also say their one liner more often when switching to their "safer" combat style. also added an out of combat heal for robo curie if It may or may not be working for you. i don't know if its a real bug or not but worse case scenario is that she heals faster when out of combat. also made her unhackable(like Codsworth) cuz that prompt to hack gets old.
    16. just because. Dogmeat only recruits dogs/hounds and not rats (DLC who knew?). when Dogmeat pacifies a dog the dog will follow Dogmeat until it dies or player teleports. however right now Dogmeat uses the rule of 2 so any surviving friendly dogs will fight each other to be part of Dogmeats pack. only the strong survive. pipers script got recompiled(tech scripting stuff) because dog and her use the same one, soooo nothing has changed for her.
    17. I got tired of Preston's retarded animations when using a musket so I made a new gun for him and added it to the museum downstairs. I heard its a base game bug that some may or may not have. curie robot gets the inspiration perk (unofficial patch fix). I labeled all of the companions perks so they like the perk sorting mods. changed Preston's pistol to do more raw damage instead of bleed effect. it also ignores resistances so it wont be obsolete late game.
    18. fixed Prestons script. he was checking if he was a low health enemy to not fire the flare for, not the aggressor . he was also checking if he was a boss and needed to use flare(spoiler, he isn't). so those functions should work now. some more cleaning in edit and unedited the night eye chem cuz Dogmeat uses his own spell for that.
    19.Dogmeats pack will not get a added faction so it can be put down without consequences. they have aggression 3 so they attack almost everything which is how they can attack their masters. the dog in tow gets his passive healing ability toned down. MacCreadys ammo script getting redone as a spell with a script and able to work on converted ammo. you get a notification when Mac is using 50% ammo. Hancock Phytats ability is now 20sec instead of 30. 30 seconds is a gunfight and half sometimes and he uses it way to often anyways. attempted to recreate mod by applying everything using scripts making it compatible with most stuff however the actor scripts (edits im trying to get rid of) could only be transferred to abilities/effect scripts. the problem is, for no reason ALL spell scripts get shut down when you force equip/unequip stuff to a companion. so not going to work cuz of Bethesda "fuck your scripts" bug.
    20. Changed Preston's Molotov into his own weapon. it does true fire damage and only does 10 damage on impact (can hurt all) leaving a smaller fire on the ground that does up to 80 fire damage over time (cannot hurt player or companions). limited fire rate of Molotov to 1 a second hopefully fixing some peoples moly spamming problem. edited the chem effect overlay to not work for stims. curies gun now removes 100 armor for 15 seconds instead of 50 and does more poison damage. almost everyone inclination to use melee has been raised more so to counter the powerful guns people equip companions with. Piper gets a gun. its shoots slower and reloads slower but has more ammo and a harder hit. it has a added 5 electrical damage that is not stopped with energy armor.