Does this apply to ALL companions even modded or Creation Club ones? I hope my robro get's get the most out of gun accuracy since he sucks at aiming sometimes.
THANK YOU SO MUCH FOR THIS MOD. Now at least Preston Garvey can hit something! God, I almost losing my MIND 'cause of how bad their aim is, especially sniper companion like Preston and Maccready. Much Kudos <3 <3 <3
Hello everyone I have come across an issue whose origin is hard -and tedious- to pin point. The speed at which my character gained affinity with Preston is insane. At level 16 and without achieving much, it's already maxed out. Preston has not even spoken about retaking the Castle yet... I am not accusing this mod of anything. Just asking if anyone using it has encountered this problem. So?
Preston's affinity is probably the easiest to max out. I've gotten it max on multiple playthroughs before retaking the castle. You might have done more crafting than usual, as Preston always "Likes" it when you craft.
Load up just the plugin that you want to change i.e. this mod "CompanionAccuracy.ESP", all dependencies will auto tick like Fallout4.ESM. Anyway once you have loaded up FO4edit you'll have 2 Boxes, the left will list all data in said mod, the right is where you can change, delete or add data. To change the data, find the line which you'd like to adjust then double left click. That should hight-light (I use a dark colour template so it high-lights in light blue), the line so you can change the value or command.
What this mod does that I can see is it just ups the Acc rating of the companions like it says on the tin. It ups some of the Offensive and Defensive Values, Range Acc and lowers the Fall back ratings. Now these ratings are different for each of the companions but if you look at the changes you'll be able to understand what and were things have been changed
Take Preston's Values...
Fallout4.ESM CompanionAccuracy.ESP Offensive Multi = 0.500000 Offensive Multi = 0.900000 Range Acc Multi = 0.600000 Range Acc Multi = 0.700000 Dueling Fallback Multi = 0.200000 Dueling Fallback Multi = 0.150000
(I may be wrong but I take theses values as a %, so Offensive has been raised 40% or .4%, Range 10% or .1% and fallback - 5% or .05%) (The above lines of command will be hight-light in a different colour just to show what changes will happen when loaded prior to any self made adjustments (Mine is in green wrighting))
Don't be worry about changing values in a mod (I say mod because you really don't wont to mess about with the game files or add on's unless you know what your doing), because if you mess up or it causes problems, you can just delete the mod and re install and try again.
Once you've finished looking, changing things you can save the new adjustments by clicking the 3 lines box on the top left, click save and a 2nd box will pop up showing what files are to be saved. If your happy, make sure the tick boxes are tick and press ok/Save, and you done. Or you can just close FO4Edit via the X top right and the same box will open up to confirm. If you Think you have messed up and or don't want to save the changes, close FO4Edit anyway you can and when the box listing files pops up, De-tick the boxes and continue.
I hope this helps not only answer your question but what others have asked in the past as well. I only know a very little of FO4Edit through trail and error, I generally play around with Weapon mods and armor that add new assets to the game so it not a major impact on the game files. So knowing what every line does is well above my pay grade, main point is, it doesn't hurt to have a look and find out what you can see.
Thank you very much for the information, yes i found these values under combat style for vanilla characters yet im actually curious about the follower mods. I want to alter Vermillion Frost ( https://www.nexusmods.com/fallout4/mods/31440 ) accuracy through F04edit yet combat style section doesn't appear under its esp :/
Fair play, I've just downloaded said companion mod to have a quick look and to see if I can point you in the right direction but this post might get locked or moved for unrelevant information.
Load up FO4edit with only VermillionFrost.ESP ticked and look under the tab in the left window for the header Non-Player Character and click Vermillion_Actor, which will load the data scripts in the right window. In the right window, scroll down to near the bottom (its a big data sheet) and look for the command line ZNAM - Combat Style (its around 3/4 down and it's only 1 line. You'll pass inventory, Special stats and skills but if you hit the Face gen, you've gone to far). That shows you that it's scripted to - csRaiderRange [CSTY:0003183B]. If you went into the Fallout4.ESM, find the header for Combat Style and expanded it, you would see all the scripted combat styles including csRaiderRange and if you click in the line the right window will show you it's data (just like this mod shows you). Now if you try'd to adjust the data values there, you would be affecting ALL npc's that is coded to run that script.
What you could do is back under Vermillion_Actor and ZNAM - Combat Style, double left click csRaiderRange to highlight and get access to the drop down box and look for csCompCait (or while the box is highlighted type cscomp) and select a companions combat script that you think suits your follower, Curie's, Deacons up to X8-66. Press return to confirm your selected script then save and close as normal (checking the tick boxes in the pop up). Then when you load up the game with the CompanionsAccuracy.ESP, the changes that it makes to the csComp data should update your followers new selected script and give you the combat adjustments. (Any help from smarter peps out there, don't be shy now).
I hope this is more helpful than my last or at least it's paved a train of thought for you to investigate. And again if things go all Pete Tong (wrong that is), you can just delete the mods from your load order and re install.
Yes i fully understand how it works now. Changed values through the accuracy mod of a vanilla follower (x8-66) and i switched vermillion combat style from raider to x8-66. You have been a great help man, bless you ^-^
Your welcome and I'm glad you my wall of text not only made sense but helped you get the results you were hoping for. Enjoy your gaming, it's all good.
When I installed this mod, I noticed that Curie's face kinda changed a bit - her eyeliner and other makeup disappeared, and her skin seems to be whiter. £ mean, yes this mod is very, very helpful, but Curie now looks kinda disturbing. Is this a bug or was it intentionally edited within the mod? I kind of like the original face of curie beacuse she looks lovelier.
This only happens if you have a mod that changes curie''s look or voice. Either a mod that's dedicated for that or a mod that changes NPCs in general but also effect companions.
Does it matter if i for example give x6-88 a 10 mm pistol? will his accuracy still be high? Also what companions are strongest to weakest now? No specific and detailed changes are mentioned anywhere.
After looking over the changes, if going by accuracy alone MacCready was given the highest boost. You should still see a significant accuracy boost for the npcs with all weapons. Just don't expect them to snipe enemies with shotguns; the parameters of the chosen weapon also factors into hit chance. Overall they perform similar to the posted video in the description. I've made my own adjustments to include melee combat as well, so it's a treat to see more sweeps and throws done by my followers.
Ah, my main concern was if some companions have some weapon related perks for increased damage (and then this mod for higher accuracy), i wanted to get best out of a companion. I'll give my companion Overseer's Guardian, that should do the trick.
157 comments
1.) Useful Companions
2.) BULLSEYE
I have come across an issue whose origin is hard -and tedious- to pin point.
The speed at which my character gained affinity with Preston is insane. At level 16 and without achieving much, it's already maxed out. Preston has not even spoken about retaking the Castle yet...
I am not accusing this mod of anything. Just asking if anyone using it has encountered this problem. So?
What this mod does that I can see is it just ups the Acc rating of the companions like it says on the tin. It ups some of the Offensive and Defensive Values, Range Acc and lowers the Fall back ratings. Now these ratings are different for each of the companions but if you look at the changes you'll be able to understand what and were things have been changed
Take Preston's Values...
Fallout4.ESM CompanionAccuracy.ESP
Offensive Multi = 0.500000 Offensive Multi = 0.900000
Range Acc Multi = 0.600000 Range Acc Multi = 0.700000
Dueling Fallback Multi = 0.200000 Dueling Fallback Multi = 0.150000
(I may be wrong but I take theses values as a %, so Offensive has been raised 40% or .4%, Range 10% or .1% and fallback - 5% or .05%)
(The above lines of command will be hight-light in a different colour just to show what changes will happen when loaded prior to any self made adjustments (Mine is in green wrighting))
Don't be worry about changing values in a mod (I say mod because you really don't wont to mess about with the game files or add on's unless you know what your doing), because if you mess up or it causes problems, you can just delete the mod and re install and try again.
Once you've finished looking, changing things you can save the new adjustments by clicking the 3 lines box on the top left, click save and a 2nd box will pop up showing what files are to be saved. If your happy, make sure the tick boxes are tick and press ok/Save, and you done. Or you can just close FO4Edit via the X top right and the same box will open up to confirm. If you Think you have messed up and or don't want to save the changes, close FO4Edit anyway you can and when the box listing files pops up, De-tick the boxes and continue.
I hope this helps not only answer your question but what others have asked in the past as well. I only know a very little of FO4Edit through trail and error, I generally play around with Weapon mods and armor that add new assets to the game so it not a major impact on the game files. So knowing what every line does is well above my pay grade, main point is, it doesn't hurt to have a look and find out what you can see.
Load up FO4edit with only VermillionFrost.ESP ticked and look under the tab in the left window for the header Non-Player Character and click Vermillion_Actor, which will load the data scripts in the right window. In the right window, scroll down to near the bottom (its a big data sheet) and look for the command line ZNAM - Combat Style (its around 3/4 down and it's only 1 line. You'll pass inventory, Special stats and skills but if you hit the Face gen, you've gone to far). That shows you that it's scripted to - csRaiderRange [CSTY:0003183B]. If you went into the Fallout4.ESM, find the header for Combat Style and expanded it, you would see all the scripted combat styles including csRaiderRange and if you click in the line the right window will show you it's data (just like this mod shows you). Now if you try'd to adjust the data values there, you would be affecting ALL npc's that is coded to run that script.
What you could do is back under Vermillion_Actor and ZNAM - Combat Style, double left click csRaiderRange to highlight and get access to the drop down box and look for csCompCait (or while the box is highlighted type cscomp) and select a companions combat script that you think suits your follower, Curie's, Deacons up to X8-66. Press return to confirm your selected script then save and close as normal (checking the tick boxes in the pop up). Then when you load up the game with the CompanionsAccuracy.ESP, the changes that it makes to the csComp data should update your followers new selected script and give you the combat adjustments. (Any help from smarter peps out there, don't be shy now).
I hope this is more helpful than my last or at least it's paved a train of thought for you to investigate. And again if things go all Pete Tong (wrong that is), you can just delete the mods from your load order and re install.
Hope the modder notices. Thanks!!!
"Compatible with NPC face/appearance mods, except for Danse and Curie (They're optional files)"
Could anyone give me a briefing on what the changes to the percentages are?