Fallout 4

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techprince

Uploaded by

techprince

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About this mod

Improves companions and their game-play.

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Permissions and credits
Translations
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Changelogs
I realized that none of the companions behave like they are supposed to. Their weapon switching conditions are irregular. They only use 1H weapons and even that is random. They don't use Fist weapons and 2H weapons automatically. Also, if I want them to use a shotgun at melee range and a rifle at long range, I cannot do so. Now to change all of this I made this mod. And while making it, I added few perks to make them strong and unique in their own way.


Features

This mod does the following to the companions :

+ Adds missing perks.
+ Adds special perks.
+ Adds fall damage immunity.
+ Adds unlimited ammo and unbreakable power armor functionality.
+ Adds auto teleportation when out of combat.
+ Allows player to modify companion distance.
+ Allows player to change companion aggressiveness.
+ Allows player to summon any companion.
+ Allows player to view companion stats.
+ Allows companions to automatically recover when they go down regardless of the game difficulty.
+ Allows companions to switch between primary and secondary weapons in combat.
! Fixes sneaking.
! Improves gun accuracy.
! Improves affinity perks.
! Improves bumping. They will move away from player faster and further.
! Reduces gun-bashing frequency.
! Improves combat.

Download MCM for Better Companions from here.


Requirements

None.


Notes

All companions have their accuracy increased from 60% to 75%.
All companions now have special perks.

Companion special perks are as follows :
Cait 15% chance to disarm her enemy. 30% chance to avoid all incoming damage.
Codsworth Burns enemies for 15 damage over 3 seconds. All attacks ignore 15% of enemy resistances.
Curie Increases the damage taken by her enemy by 15%. 30% chance to heal herself for 15% of max health over 5 seconds when getting hit. 
Danse 15% chance to stagger his enemy. Reflects 30% melee damage and 30% chance to absorb incoming bullets.
Deacon 15% chance to knockdown his enemy. 30% chance to become invisible and immune to damage for 5 seconds when getting hit.
Dogmeat Decreases damage done by his enemy by 15%. Has increased cripple chance and bleed damage with Attack Dog perks.

Hancock 30% chance to steal 30% of his enemy's speed. Heals himself for 30% of max health over 5 seconds on enemy kill.
MacCready Triple damage to enemies having 30% or less health. 30% chance of enemies exploding into shower of caps and 30% chance of chain explosion. 
Valentine 15% chance to infuriate robots. 50+(Intelligence)% chance to shut down robots on command.
Piper 15% chance of infuriating animals and creatures. 50+(Charisma)% chance to calm animals and creatures on command.
Garvey 15% chance to infuriate humans. 50+(Charisma)% chance to intimidate humans on command.
Strong 15% chance to paralyze his enemy. Receives 30% less damage.
X6-88 15% chance to freeze his enemy. 30% chance to become invisible and immune to damage for 5 seconds when getting hit.
Ada Electrocutes enemies for 15 damage over 3 seconds. All attacks ignore 15% of enemy resistances.
Longfellow 15% chance to cripple his enemy. 30% chance to avoid all incoming damage.
Gage Restores 30% AP to the player over 5 seconds on enemy kill. 30% chance of enemies exploding into shower of caps and 30% chance of chain explosion.
Sentinel 15% chance to fear its enemy. Reflects 30% melee damage and 30% chance to absorb incoming bullets.

Companion affinity perks are as follows :
Cait +25% action point regeneration.
Codsworth +20% ballistic damage.
Curie -20% incoming damage, +50 Poison/Radiation Resistance.
Danse +20% damage against non-human opponents.
Deacon +20% sneak attack damage, +50% stealth boy duration.
Hancock +20% faster critical rate.
MacCready +20% improved accuracy in VATS.
Valentine +1 hacking guess, -50% terminal lockout cooldown and -20% VATS AP cost.
Piper Buying and selling prices are +20% better. Persuasion chances increased by +20%.
Garvey +5% damage and +5 Damage/Energy Resistance for every opponent upto +20.
Strong +20% melee/unarmed damage.
X6-88 +20% energy damage.
Longfellow +25% EXP.
Gage +20% explosives/heavy weapons damage.

Now we can assign a short range weapon, a medium range weapon and a long range weapon to our companion. They will equip the corresponding weapons according to the distance. To assign the primary and secondary weapons, do the following :
- Equip a weapon on a companion.
- Open Better Companions Configuration Holotape.
- Select corresponding companion name.
- Select short/medium/long as you see fit.
For custom companions :- Recruit them first. Register them via Companions Configuration - Custom - Register Custom Companions. Then do as stated above.

REMEMBER TO GIVE THEM ONE AMMO FOR THEIR GUNS ELSE THEY WILL NOT SHOOT ANYTHING.


Updating

1. Download the updated files and overwrite with the existing files. Go in the game and check if its working properly.


Uninstallation

1. Stop the mod via going into holotape -> Mod Maintenance -> Stop OR Type "stopquest tpBCAIQuest" in console. Save your game.
2. Deactivate mod and delete it.


Compatibility

NOT compatible with any mods that alter companion combat behavior.
Compatible with all other mods.
Load this mod at the very end of your load order.
NoSharedDogmeatTemplate needs to be loaded before all the mods that affect dogmeat (including this one).