This page was last updated on 25 November 2024, 7:48PM
Changelogs
Version 7.0
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all better now
Version 6.0
Possible bugfix for Dogmeat weirdness.
Version 5.2
Broken reference in the ESL version - affected 5.1 definitely, 5.0 ESL possibly
This might have been the source of some user reports that Dogmeat was reverting to his old dogbutt-in-crosshairs tricks....
Version 5.0 and 5.1
Choice of normal ESP file, or ESPFE aka ESL-flagged ESP. Use just one!
Made tweaks to CombatStyle for all companions to compliment the AI package changes.
They should prefer to maintain a good distance and use their ranged weapons, strafing out and away from the player if they need to get back into range
There should be less "charge straight forward past the player while he's firing at the target and get shot in the back like a schmuck"
Should be better at staying in or near cover and firing from range, and only move significantly if the target breaks LOS
Version 4.1
Tightened up the human(oid) follower min-max ranges so they get lost around corners or on terrain less.
Tweaked Dogmeat further so you see him now and then while travelling, instead of always far behind you, while still having him avoid directly in front of the player.
Slightly reduced the follow distances from my previous values overall - additional distance contributing to companions getting left behind. Should keep up with player better and respond to movement sooner.
Version 4.0.1
Emergency rollback to remove the "Hold Position" stuff. Broke combat AI for companions.
Tweaked Dogmeat's idle behaviours so he doesn't look dizzy when you stand still for a few seconds.
All 4.0 changes to Dogmeat, removing his "zoom into crosshairs" behaviour, are kept.
Version 4.0
Figured out the settings that control Dogmeat's "ranging" behaviour. Should not be magnetically drawn to player's crosshairs.
Changed the "Hold" packages to ignore combat. Activating "follow" again, by any means (vanilla or hotkey or CCaT) will restore normal combat awareness.
Version 3.0
Revision to almost all "ranging" behaviour by Dogmeat, which should keep players from tripping over him as much, and reduce his neurotic compulsion to charge full speed into your crosshairs whenever you turned your head.
I think the original idea was "the player should always see Dogmeat on the screen," but sense did not prevail when that turned out to not work so good. Fixt now.
Version 2.1
Silly bug I caused with multiple companion mods caused one of them to stop on stealth.... f o r e v e r
Version 2.0
Reworked! New method that shouldn't conflict with other Companion mods, work with custom companions / multi companions, etc.
Increased the default companion follow distance, a little more noticeably over vanilla
FOMOD installer! Choose between smaller or larger increase to default follower distance (stealthed or not). If you still feel crowded with the original release, try the new option.
Version 1.1
Five minutes after initial upload when I realized I'd packaged the wrong file.