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spacefiddle

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  1. spacefiddle
    spacefiddle
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    7.0 : Bugfix for Dogmeat weirdness. Recommend anyone using older versions update, both ESP and ESPFE versions.

    ----

    Recommended with this mod (really unlocks a lot more control) by registrator2000
    Companion Command and Tactics
    Lets you choose from three different distances for companions to maintain (all of them are spaced out more by my mod), and provides one-button orders for them (not the awful convo-menu).

    FO4 Hotkeys
    You need this for CCaT, above, but c'mon. It's hotkeys.
  2. NafenX
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    I'm not sure if it's this mod or just vanilla AI, but when sneaking around narrow walkways and such, my companions tend to not follow me up to where I am and instead will follow on the ground and then teleport to me after a while, but they seem to teleport into thin air instead of up on the walkway and immediately fall down and need to be stimpak'd
    1. spacefiddle
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      This is a pathing issue in the Vanilla game - one of the reasons I spaced them out a tiny bit was so you don't get a logjam in doorways or narrow spaces. It's annoying.

      Two suggestions:

      1) Get one of the "no fall damage for companions" mods. They're idiots, they break their legs on a 6-inch curb, it adds nothing to the game. If the AI were a billion times smarter, or if it were at all your fault that they fell, then maybe them taking damage MIGHT make sense.

      2) The game does a clever thing when a companion gets left behind: when it teleports them near you (there's a timer like "are they in my line of sight? No? Wait a bit then teleport") the game will always place them out of sight so you don't see them pop in - usually behind you. If they get stuck, put your back to somewhere safe / wide and look at the sky and wait. You should hear them land behind you :)

      Thank you for mentioning this - stickying it 'coz it's a common Vanilla annoyance and lots of people could probably benefit from the two solutions above.
    2. BlazeStryker
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      No Lie! Ever since I installed Floating Damage I have seen everyone in Diamond City barning their shins for a point of damage bumping onto and off of the walkways!
    3. spacefiddle
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      Ok, that's *really* funny...
    4. theFiLinX
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      "No Fall Damage for Companions" - Could you yourself add this functionality to your mod?I have been looking for such a mod for a long time, but I could not find it, although I remember that once I saw it somewhere ..
    5. kulhain
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      There's one here:
      Companion fall damage immunity

      https://www.nexusmods.com/fallout4/mods/6447
  3. spacefiddle
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    After a bunch of tests and discussion with other (translation: better) mod authors, we've determined it should be safe to use an ESL-tagged ESP file, or ESPFE for short. 

    This mod only overrides Vanilla records with number-twiddling and does not add any of its own forms; so, it should be safe to use as an ESPFE even if I need or want to make further updates to it in the future. I am keeping both versions available, and note that they have the exact same filename, so your save file won't get confused if you want to make a switch from one to the other.

    Happy stealthing!
    1. BlackTalonRMB
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      Thanks for the update!
  4. spacefiddle
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    The very first mod I made, ever, for anything - and still by far my most popular lol. I've gone on to figure out much more complicated stuff, moved on to modding other games, and greatly expanded what I can work on.... but it's that maddening, ridiculous, table-flippin' FREE STEALTH HUG that drives people crazier than anything else I've worked on.

    Thanks to over 107,000 178,000 unique users of something that only exists because I literally yelled at my screen AARGH STOP THAT WHY DO YOU KEEP DOING THAT I CAN'T TAKE IT ANY MORE, quit my game, and right then and there started poking around the game's files and settings until i found the culprit. Now 100k other people are using it. Blows my mind.
  5. Prime170
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    Hi, any chance you could make similar changes for automatron followers?
  6. TheHollowShRine
    TheHollowShRine
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    Don't use this mod,it has too many glitches. In the Nuka-World DLC, the boss in Kiddie Kingdom keeps spawning in the wrong place, making the quest impossible to complete and ruining the experience.
    1. Qeppy
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      What makes you think this is a mod? My boss showed up where he needed to
    2. spacefiddle
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      Who are you and what have you been smoking? This mod changes Follower AI behaviour setttings by removing a stupid setting and tweaking some others. It is literally impossible for it to have anything to do with your Nuka-World Boss lmao. 

      yeesh
  7. cahal89
    cahal89
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    Doesn't work. Dogmeat STILL gets underfoot, STILL stops in/blocks doorways and STILL runs under the crosshair when attempting to loot any container.
    1. spacefiddle
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      Hey there - thanks for bringing that to my attention. New rig, new install, and I'm seeing the same thing - he's acting FAR more like his old vanilla self than I remember. Which is weird because I'm NOT on the Next Gen Dumpster Fire, i'm frozen at .163, so i don't think Beth pushed out any patches since 7.0 was publshed. Hmmm.

      TL;DR will be looking into this and seeing if I can dial him down a notch or three.
    2. Beccstah12
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      hey any update on this? thanks

      edit: works great 03/01/2025 - I don't want to throttle my companions anymore they're actually a pleasure to take along.
      I haven't played with Dogmeat so I don't know if he still plays up but the humanoid companions behave properly

      I'm also using the next-gen update and script extender
    3. pokara06
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      @cahal89  for me, this mod is still working good.   and it has fantastic use when you're stealthed. It's not for when you're looting standing up
      when you enter stealth, your companion always, at least in my case, stays behind u
  8. Beccstah12
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    Works great 03/01/2025 - I don't want to throttle my companions anymore they're actually a pleasure to take along.
    I haven't played with Dogmeat so I don't know if he still plays up but the humanoid companions behave properly

    I'm also using the next-gen update and script extender

    only issue I have is with the automatron follower, Ada, she paces back and forth into me during stealth
  9. RhaevynHart
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    Are the two deleted base records in this mod anything I need to learn how to fix?
    1. spacefiddle
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      Which version are you using, exactly? IIRC I found two base records that were orphaned - nothing points to them and they get used by nothing - and in my n00bishness, thought pruning them was a "cleaner" way to make the mod since they were old, prototype Dogmeat AI packages. 

      They're nothing you need to worry about - they did literally nothing - but for completeness I should probably crack this thing open, take another look, and get rid of those deletes. I hate to fix something that probably isn't broken, so it may take a while for me to knock the rust off my brain and make sure I'm doing it right.
    2. RhaevynHart
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      LOL, I can totally relate to brain rust, trust me. I'm using whatever the latest is, so 7.0? No worries, as long as those records aren't being called by any of my other mods (but I actually don't know how to check that) then we're solid.
    3. inkblack85
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      So I just went into FO4edit and removed those 2 things you deleted. That's it right. Now it's "fixed"?

      They're in the "Package" section and they're the only 2 with no EditorID
  10. gmg2dave
    gmg2dave
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    Is there any way to apply this mod to custom followers? It works great on the vanilla followers, but doesn't seem to work on custom followers. I'm looking at you Heather Casdin. They still love to spoil my attempts at sniping by sneaking between me and my target. 
    1. spacefiddle
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      The short answer is, I'm afraid: not easily.

      If a custom follower is affected by this mod, that means they're using Bethesda's AI packages, which I have altered (that's what this mod does). If a custom follower is NOT affected, they have their own AI packages and/or a custom race, bypassing the vanilla stuff - so my changes to vanilla AI don't matter.

      Dunno who's still around at this stage - I know Heather is a hugely popular companion so maybe there's a chance - but if you contact the author of any misbehaving companions, tell them what's going on and ask them if they'd like to contact me directly. Either I could, with info from them, make a compatability patch for their companion; or they could make the changes on their end (and I'd be happy to let them know where they need to look and what they need to change).
  11. aquilegia
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    Wrye Bash's plugin checker reports that this mod has 2 deleted base records, with this warning:

    The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin.

    They should presumably be disabled rather than deleted.

    (Edit: However, I am unable to identify these records in FO4Edit, so I do not know what's going on here.)
    1. gr0wlt1g3r
      gr0wlt1g3r
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      The records in question are:
      xx19c5ef
      xx1d03e0
      They are Package records; you can easily spot them because their EditorID fields are empty.  They override base game (i.e., Fallout4.esm) records whose EditorIDs have been marked OBSOLETE.

      As a test, in FO4Edit I changed the Deleted flag to Ignored and found that with the exception of the Record Flag entry the record is identical to the master record.  I did not save the change.

      As you noted, aquilegi, according to Wrye Bash:  without a fix from the author "the safest course of action is to uninstall the plugin."  So, spacefiddle, what is a user to do?
  12. shurcabesha
    shurcabesha
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    Thanks to this mod I can play without worrying about dogmeat getting in front of my visual line and walking around alerting people while I'm sneaking around.

    Now I have him always behind me, at a safe distance and ready to take orders as a good trained partner.

    Thank you very much for repairing this mess.  (=
    1. spacefiddle
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      You're very welcome, glad to see people still getting use out of it in 2023 =)
  13. Fernicles
    Fernicles
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    Is this mod supposed to work with the Everyones Best Friend mod? because he seems to just want to run in front of me still with that mod.
    1. spacefiddle
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      I think i remember the author made a version compatible with this, but they may not have made more recent changes to their patch that include my recent dogmeat changes on this mod.
    2. Fernicles
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      Found a partial solution to most of my problems. installed AFT and switched dogmeat to noncollidable. ohhh so goooood.  but AFT doesn't keep your companions out of your crosshair sadly :<
    3. spacefiddle
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      AFT doesn't, but this mod should. Hmm. Try loading my mod after AFT and see if you still get the AFT changes but with better companion keeping-out-of-your-faceness, i don't remember what AFT changes exactly and i can't look yet, up to my eyeballs in sound records
  14. H4RDC0R3V1B3Z
    H4RDC0R3V1B3Z
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    Hi there,

    I've been using this fantastic mod for a long time (literally years) on the Xbox and it's been working perfectly fine up until now. I use AFT to revive Nora and after about 80 hours or so, she is now up my arse constantly, even with setting her distance to "Far" so I'm baffled why it's stopped working suddenly. Hancock seems fine, he's staying a decent distance away.

    I'm not sure what I can do about this, as I've tried disable/enable, moving it up and down the LO, dismiss/rehire, all sorts of things. Any help would be greatly appreciated, as I'd hate to leave her at home before we even get to The Institute lol.

    Edit: Actually, now I've dismissed her (because she's pissing me off so much), Hancock is doing the same. Looks like my game is broken and I've wasted yet more time on this sodding game.
    1. spacefiddle
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      /ponder Talk to the AFT person about their console version... there can be conflicts because IIRC that mod, and one or two other "multi companion" mods, and mine here, all change the same AI packages the companions use. But i think we mostly had fixes. The Xbox version (of mine) has been stable and frozen for a while, but if the AFT person is still around maybe i could get a compat patch with them