Fallout 4
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  1. spacefiddle
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    VERSION 4.1Further tweaks to improve companion responsiveness, and to let Dogmeat be more visible to the player when you're traveling with him.

    4.2 is identical to 4.1, except it's an ESL-tagged ESP.

    ----

    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...
  3. WHITELION1284
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    Hey again,

    So I've been having problems with several companions. They start trying to occupy the same space as me. Every few seconds they'll run directly into me only to back up a few paces and then do it again. I believe this is a vanilla bug that has somehow been exasperated by this or another mod. I don't know which mod and I'm NOT pointing fingers or trying to be a jerk. Honestly I'm just fishing for help. I don't know what causes the behavior or, perhaps more importantly, how to get rid of it. The two NPC's that seem most affected are Deacon and Danse. Deacon, in particular, seems very glitchy this way.

    In an attempt to correct the behavior I've tried saving and reloading, the "recycleactor" console command. Dismissing and then re-"hiring" the follower before he leaves the cell. None of it works. I have yet to try completely dismissing the NPC and then re-"hire" him after some time has passed but I suppose that's next. The only consistent "solution" is to reload a save from before the behavior has begun. When playing on survival mode, however, this can be... frustrating.

    So if you, Spacefiddle, or anyone out there knows what causes this, has a solution, or can offer any insight I'm all ears and most grateful.
    Thanks.
    1. spacefiddle
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      That's vanilla behavior. It's exactly what this mod fixes. If you're seeing it, it's most likely that a mod coming after this one is overriding my changes.

      Easiest way to test is move mine last in your load order (doesn't need to be after things like Scrap Everything), and see if it persists.
    2. WHITELION1284
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      Thanks again for your attention, SF.

      The issue I described above was a bit more extreme, and occurred when I wasn't sneaking. The NPC would literally sprint into me, back up, and then do it again. With Danse this was more than a little unsettling. But I >think< I have identified the culprit.

      I use Everyone's Best Friend, which allows me to bring Dogmeat along with another companion, and I >think< (as in not 100% sure) that the game was getting confused by the additional follower especially after a lot happened, like a lot of stealth, combat, dismissing one follower and then recruiting another, or... hell, idk. So I've since been a bit more careful when I have a companion and Dogmeat. It sucks, and is no one's fault, but there you go. I still use and love that mod, I just don't bring Deacon with me when I have the mutt. Again, I'm not 100% sure that that was the issue but since I've been mindful about it I haven't run into the problem.

      (Now if only I could figure out how to keep settlers out of my house... >.< )
    3. kevkiev
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      Note: I do not have this mod installed (yet). But, wow, finally someone else who's experienced this. I encountered this bug on my previous game and, like I noted, it has nothing to do with this mod.Another symptom is that companions totally lose their sandboxing package when you holster your weapon. They'll just keep 2 feet away from you everywhere you go. Equip a weapon and, yeah, constantly run into you, back up, run into you again, etc. etc. Oddly, when it happened to me, it happened to mod-added and vanilla companions, and at the same time (noticed it when I had Piper and Heather Casdin, but it affects other companions too). And I never found any way to fix it. I could go back to a save before the bug occurred, but eventually it would start again. Eventually started a new game as it was so annoying.

      Anyways, just chiming in to clarify that it's 99% likely a vanilla bug, and 100% nothing to do with this mod. Also, I don't have the Dogmeat mod either. It might have something to do with having 2 companions (for me, Heather and vanilla) but it started long after I'd dismissed Heather and was either solo (and hired a companion later who immediately started exhibiting this behaviour) or with 1 companion (who went buggy out of the blue).

      BUT: I did have a question - does this mod work for mod-added companions? (Specifically, I'd be thrilled if this worked for the 3 awesome companions from Tales From The Commonwealth, which all use the vanilla companion system. Including the "in your face" sneaking behaviour.)

      Sorry for the long winded-post. :P
    4. spacefiddle
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      Like I don't have enough mods I need to update, now I want to track down this weird bug you're describing.... >.>

      @kevkiev: yes, it will work with any "drop-in" mod-added companions. That is, if they're just adding a recruitable person and not changing any base game mechanics, then it's 99.9% likely that their character just refers to the standard AI packages, and so this mod will work.

      The only reason it wouldn't work on a new companion is if that companion alters, for whatever reason, the AI package that controls follower distance and behaviour (or uses their own custom package). It's not likely to ever come up. Some mods alter the combat AI, but that's different data.
    5. kevkiev
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      Yup, works perfectly on R4-04, solving the one thing that was driving me batty. Along with CCAT (which I started using at the same time), a prime example of a "how did I ever play without this?!" mod. Thanks!
    6. Rooker75
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      I am having this exact problem. It seems to happen eventually on every new character. It doesn't start like this, but eventually it always happens and then I just can't have any companions once it does. Doesn't matter if I'm crouched, standing or what distance I set using Companion Command mod. Dismissing and rehiring does nothing. I use a hotkey to teleport them a distance away and they sprint toward me and won't stop until they're at 0 distance. Then they back up. Then they sprint back. Then they back up. Then they sprint back. It drives me friggin crazy!

      It doesn't matter where this mod is in the load order. I've loaded everything up in xEdit and nothing is conflicting with any of the AI packages.
    7. spacefiddle
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      Dunno if you're still around, but this just occurred to me: if nothing is *conflicting* with the AI packages, then something is probably *replacing* them. That is, some mod is causing your companions to use a custom, non-vanilla AI package. Therefore my changes to vanilla AI won't matter.
    8. Earthling
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      I've seen this periodically over the many hrs I've played this game, most using Better Companions and Follower Stealth Distance Fixes, this mod. Mostly using older versions, which have always worked very well, until this problem occurs. I can't personally say if this is vanilla behavior as I haven't played the vanilla game much at all! This mod was one of the first I used, soon after I bought the game late 2016. And thank you for the update! :)

      I describe the problem as a "companion losing it's weapon-unequipped sandbox behavior", since this is when I generally notice the problem has begun. Similar to other descriptions here, this looks like is a companion standing still at a set distance when no weapon is drawn- no sandboxing- and repeatedly running into me then backing away with weapon drawn. I've seen this happen to most vanilla companions, maybe all. Also Project Valkyrie companions.

      I've tried a bunch of things including different actor targeted console commands. Only 2 things have ever fixed it. 1. once when in a fit of frustration I fast-traveled to many locations in quick succession, with nothing changing till I went to Scrap Palace and immediately entered combat. After it was over Danse's behavior was back to normal. 2. the mod "Get Out Of My Face (Push Away Companions and NPCs)" , which ragdolls npcs, once fixed the problem, but then failed at a later time to fix it.

      Otherwise, the only remedy is to load a save from before the problem began.

      This odd behavior is not something any sane person would intentionally implement. It is not helpful in any circumstance. It looks more like an "AI package" is either breaking or not being applied, with the only tether-type behavior remaining being "stay close". The in-combat behavior seems intact.

      I think the only hope for this is if a person with enough perseverance and wits actually experiences this themselves. No pressure spacefiddle. I couldn't resist sharing my take on this as it's so rarely discussed. Enjoy your time with FO4, and cheers! :)

      Edit: looked through every entry of 4.1 (been using 2.1 till now) with xedit and only Fallout4.esm overlaps with anything in this mod, in my mod collection.
  4. Tmancom03
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    Ok, I Tried to wait until I had given this mode a few weeks before saying anything but I am done waiting after just a day or two. This mod I would call essential for anyone to be able to play fallout 4 and use companions. I cannot begin to tell you how much it has improved my quality of life even outside of the game because of how much stress this alleviates in my life (I actually found out how stressed it was making me when I started using this mod and most of my stress just stopped happening). I know it sounds like I am exaggerating a bit, but trust me when I say your mod has earned every word... Truly from the bottom of my heart, thank you for your work!
    1. spacefiddle
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      Thank you, glad it helps!
    2. LoneWolf126
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      I agree with this 100%. I did a play through recent to test out "Unofficial Fallout 4 Patch" so no other mods, and boy did i miss this mod!! The Companions are almost unusable without it.
  5. Frigidman
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    -edit- Nevermind, false positive.

    Side note/question though, how can I get this compatible with "Better Companions"... since that all-in-one fails to fix this annoying issue with companions and going in stealth.
    1. spacefiddle
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      Open this mod and BC at the same time in xEdit. You should see conflicts where I have number changes that BC doesn't. Make a new .esp that has everything BC has, plus my numbers from this .esp, and then use the new, third ESP you just made in place of both.
    2. deatf123
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      I don't see any conflict with better companions f04edit says there is no conflict o.o
    3. spacefiddle
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      Cool, they should both be working then. OP may have had another conflict.
    4. slygeezer
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      I've been using both mods for ages with no problems at all. They complement each other nicely.
  6. jtzako
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    The latest update seems to have made things worse. My companions are constantly right on top of me and often in my line of sight when I am trying to sneak attack enemies. The way it was before they often got 'lost' but at least they did not get in the way constantly.
    1. spacefiddle
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      That's vanilla behaviour. You have something overriding this mod. Set it lower in your load order.
  7. Eman17j
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    Does this mod also fix Codsworth and Dogmeat going to the player to stand next to them when combat starts and they do not have a close enough target to attack?
    1. spacefiddle
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      No, I haven't messed with detection range, that's covered by different parts of the AI.

      I have noticed Dogmeat doing that a lot more lately. I might see what I can do with that, tho it would be dangerous to extend it too much.
  8. spacefiddle
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    Uploaded XBone and PS4 versions to Bethnet.

    https://bethesda.net/en/mods/fallout4/mod-detail/4163930
    https://bethesda.net/en/mods/fallout4/mod-detail/4163931
  9. quadraphone
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    I just wanted to say thank you for the help in the bug section!
    1. spacefiddle
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      Cheers!
  10. Refar
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    The mod stopped working for me midgame.
    I believe the cause was, having used Strong as a companion for a bit - he doesn't sneak.
    Now i went back to Piper and she is back to the vanilla "zero distance" behavior.

    Tried dismissing/rehiring her, taking other companions (all hugging as well).

    Any idea, on how i might fix it, short of restarting the game? Is there a way to force reload/update AI packages via console?
    1. jackdanniels
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      save>quit>uninstall the mod>load the game, save again>quit>use FallrimTools to clean the save from old scripts from this mod >load the game>save again>quit>reinstall the mod and done. Now this mod should work correctly again. (this process works for any mod that use scripts and stop working in your save)
    2. spacefiddle
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      This mod edits numbers in an AI package. Fallrim's script cleaner shouldn't have any effect... unless, I suppose, you kill a running Companion script which forces it to restart and reload values?

      I would simply reinstall my mod and make sure it's low in your load order. I can't think of anything else other than you have an override that you installed midgame without realizing it, from some other mod. I've never had this happen.
  11. ginosalieri
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    Endorse this mod god work
  12. Mhanuel
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    Works fine, thanks.