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registrator2000

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registrator2000

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  1. registrator2000
    registrator2000
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    v1.3 adds MCM support to Companion Command.
  2. registrator2000
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    Recommended:

    Talking about tactics - Bethesda made some very poor decisions regarding companion distance when you enter stealth. If you're using this mod (and even if you're not) I highly recommend using Companion Stealth Distance Fix by spacefiddle for a better companion experience. The mod will prevent your companions from rushing up to you and overriding whatever distance orders you've given them when you enter stealth.
    1. spacefiddle
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      Cheers for the link!
  3. registrator2000
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    FAQs:

    Q: Does this work with multiple companion mods?
    A: Not at present. The hotkey will only command your first companion. (If you've noticed, this mod was published *before* UCF!)

    I haven't had much time to mod lately, but I'll look into adding multi-companion support when I next get the chance.
  4. Kreyd
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    The mod works I just wish the Command action was holding more than one second... This is some obscur decision, I barely have the time to give an order.
  5. I can't bind anything in MCM. When i'm trying to bind commands, MCM doesn't allows it
  6. TheEbonslayer
    TheEbonslayer
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    I decided to try my hand at relieving the problems between this and Everyone's Best Friend by adding new functions that allow you to command dogmeat separately from the companion or simultaneously. You can download the file from the link below and extract everything into the mod folder, it contains a modified script and the source code for anyone who wants to look at that.

    https://www.mediafire.com/file/nyaignz63hszr3j/Scripts.rar/file

    If the mod author wants this gone, just let me know and I'll remove it.

    Since I don't know how MCM works you'll have to run these through FO4 Hotkeys. The new commands are as such:

    CompanionCommand.Command_Once_Dog
    CompanionCommand.ToggleHoldDog
    CompanionCommand.ToggleDistanceDog
    CompanionCommand.ToggleAggressionDog
    CompanionCommand.TradeDog
    CompanionCommand.TeleportDog
    CompanionCommand.CommandDog
    CompanionCommand.HoldDog
    CompanionCommand.FollowDog
    CompanionCommand.NearDog
    CompanionCommand.MediumDog
    CompanionCommand.FarDog
    CompanionCommand.AggressiveDog
    CompanionCommand.PassiveDog
    CompanionCommand.ToggleHoldBoth
    CompanionCommand.ToggleDistanceBoth
    CompanionCommand.ToggleAggressionBoth
    CompanionCommand.TeleportBoth

    I haven't tested this myself yet as my Fallout 4 is not yet in a playable state, but when I finally do try this out I'll return here to let anyone know if this is functional and, if necessary, provide a working version. In the meantime anyone is free to use this and let me know if there's any issues.
  7. Jesse6669
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    Is there a mod that comes close to what JIP CC does in NV? Something that works well with multiple companions, letting you actually command and move them effectively in a firefight? Kinda disappointing that it seems impossible to make companions useful at all in a fight in this game. Give them a move order and they stop engaging, they follow you while you get shot at, even when they get shot and they don't react etc etc.

    Really wish i could achieve the same level of tactical gameplay with followers in 4 but it does not seem possible sadly. 
    1. JordanCR44
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      Hi, maybe it's a little late, but I recommend you Liga of my companions is similar to JIP CC of FNV, it has many options.
  8. idkyoutellme
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    Maybe I'm blind or whatnot but i do not see anything that allows me to change whether my automatron companion is aggressive or passive.
    1. devil1519
      devil1519
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      Same
    2. jimcamb
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      the Mod Liga of my companions appears to be the new rising star..
    3. barjar22
      barjar22
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      That mod wasted my time installed it and spent an hour looking for the dam mcm setting or holotape nothing
    4. lawlcatzlol
      lawlcatzlol
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      Don't know why they'd advertise it as an option and not explain how to do it in the description, smh. Modders are somthin. Guess I'll try out the Liga mod.
  9. vvk78
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    Hi @registrator2000, this seems to be an awesome mod, I'm trying this out.

    Request: can you enhance this mod, or add as an optional file, with below changes:
    (Inspired by team-bot orders used in pioneering FPS team arena games like Unreal Tournament)
    1. Allow more advanced commands/orders for companions/followers, such as:
    * Hold this position - companion/follower stays in one spot (maybe within small radius of it, to allow some flexibility), waiting for player
    * Attack mode - Combat Style
    * Defensive mode - Combat Style
    * Guard mode - Defend the base/outpost (settlement or location or building can be marked prior as Home Base or Conquered Outpost, with a marker object or placed flag)
    * Cover Me - I think this would be similar to Stay Close action, but companion/follower actively protects the player rather doing their own thing nearby
    * I Need Some Backup! - companions/followers cancel whatever they were doing, and rush to protect the player
    * Freelance (free roam within visual range of player, or a fixed radius; if inside settlement, then they can roam within its borders)
    * Heal me - companion/follower rushes to player and heals the player with a stimpak or radaway, if player doesn't have these items in stock
    * Move to Squad - assign companion/follower to a specific preset squad/team : Blue, Red, Green, Yellow, Pink.
    * Squad tactics orders - same orders as above, can be issued to any of these squads by the player. Of course, this would need Unlimited Follower mod or Amazing Follower Tweaks mod.
    2. Allow for these advanced commands to be also used for Settlers and friendly NPCs, if player is equipped with some Leadership marker object that can control for such special commands to be issued to them.

    Edit: I've added the below hotkeys to Data\Hotkeys.ini file (ini file used by FO4 Hotkeys mod which is leveraged by your mod).
    Note that I've avoided the "G" key (as there are some bug reports that it interferes with LooksMenu mod and other vanilla/modded UI menus), and also the Shift modifier for these hotkeys, so that typing inside the game (e.g., when renaming something) won't be an issue.

    Ctrl-G=cgf "CompanionCommand.Command_Once" 4.5
    Ctrl-F=cgf "CompanionCommand.Follow"
    Ctrl-H=cgf "CompanionCommand.Hold"
    Ctrl-T=cgf "CompanionCommand.Trade"
    NumPad0=cgf "CompanionCommand.ToggleHold"
    NumPad1=cgf "CompanionCommand.Trade"
    NumPad2=cgf "CompanionCommand.ToggleAggression
    NumPad3=cgf "CompanionCommand.ToggleDistance
    NumPad5=cgf "CompanionCommand.Hold"
    NumPad6=cgf "CompanionCommand.Follow"
    NumPad4=cgf "CompanionCommand.Teleport"
    NumPad7=cgf "CompanionCommand.Near
    NumPad8=cgf "CompanionCommand.Medium"
    NumPad9=cgf "CompanionCommand.Far"
    NumPadEnter=cgf "CompanionCommand.Trade"


    Edit:
    I found a mod that provides some of these advanced features I wanted, including giving orders to custom Squads - I will try it out later and confirm here if it works alongside CC&T mod.
    FCOM - Fallout Commander
    1. boxerbeast1
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      controller support might be a good addition
  10. Freyr95
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    There really needs to be a mod like this that works for multiple companions, or just one that lets you quick trade with an npc that isn't broken like the only ones I could find on the nexus
  11. Lickwidghost
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    This. Changed. My. Life.

    I've bound the command key to my mouse thumb button and can immediately tell my companion to move, unlock, search, whatever without ever having to look around for where the hell they are - most likely stuck behind a wall up the stairs in another room!!

    I'm used to games being able to ping POIs for AI or other players with a single click, having to not only look around and FIND my teammate but then meticulously aim with pinpoint accuracy (while they're moving) to then hopefully have the option TO START to give them a command is absolutely ridiculous and I can't believe this is not a more popular gripe, in game where companions play a huge part of main vanilla gameplay.

    Anyway, I have no official DLCs, but a large variety of mods including companions, and played a good 5 hours with this with no issues (other than the inherent Bethesda AI dumbassery).
  12. HoboinKmart8
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    Not sure what's going on but companions seem glitched when being commanded, they only walk at a snails pace towards their ordered destination regardless of settings (aggro, non aggro, close, far, etc.) Dogmeat also fails to attack NPC's when ordered to, and just stands there like a dolt growling. Other companion mods are Better Companions, CTO, and Companion Active Wait. Using the Magnum Opus modpack.
  13. Broniukas
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    I tried this mod with Frost, unfortunately it doesn't work with frost...