Last updated at 18:00, 3 Aug 2017 Uploaded at 20:13, 18 Sep 2016
I realized that none of the companions behave like they are suppose to. Their weapon switching conditions are very irregular. They only switch to 1H weapons and even that is random. They cannot switch to 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.
This mod does the following to the companions :
+ Adds missing perks.
+ Adds specialty perks.
+ Adds utility 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 teleport 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.
All companions are supported, including DLC.
All humanoid companions have had their accuracy bonus increased from 60% to 75%.
All companions now have specialization perks and utility perks.
Companion specializations are as follows : (20% damage bonus to their specialized weapons)
Cait 2H Weapons, Shotguns
Curie Pistols, Rifles
Danse Heavy Weapons, Rifles
Deacon Pistols, Rifles
Hancock 1H Weapons, Shotguns
MacCready Shotgun, Rifles
Valentine Fist Weapons, Pistols
Piper 1H Weapons, Pistols
Garvey Fist Weapons, Rifles
Strong 2H Weapons, Heavy Weapons
X6-88 Heavy Weapons, Rifles
Longfellow 1H Weapons, Rifles
Gage 2H Weapons, Rifles
Companion utility perks are as follows :
Cait 15% chance to cripple enemy limbs with shotgun or paralyze enemy with 2H and grand slam their head clean off.
Codsworth Burns enemies for 10 damage per second for 3 seconds.
Curie Decreases damage done by her enemy by 15%. Has 30% chance to heal herself for 20% of max health when getting hit.
Danse Reflects 30% melee damage. 15% chance to reflect incoming bullets.
Deacon 30% critical chance.
Dogmeat Increases damage received on his enemy by 15% from all the sources.
Hancock Movement speed increased by 50%. Heals himself for 40% of max health on every enemy kill.
MacCready Double damage to enemies below 30% health.
Valentine 30+(Intelligence)% chance to shut down robots on command. Has 10 seconds cooldown on every use.
Piper 30+(Charisma)% chance to calm and incite animals to attack on command.
Garvey 30+(Charisma)% chance to intimidate humans.
Strong Receives 50% less damage while moving. 2H attacks now hit all enemies in front of him.
X6-88 30% chance to become invisible and immune to damage for 5 seconds when getting hit.
Ada Electrocutes enemies for 10 damage per second for 3 seconds.
Longfellow 30+(Charisma)% chance to calm creatures on command.
Gage 50% chance of enemies exploding into shower of caps. 30% chance of chain explosion.
Companion affinity perks are as follows : (most of the conditions have been removed)
Cait +20% Action Point regeneration.
Curie +20 Health, +20 Poison Resistance, +20 Radiation Resistance.
Codsworth +10% outgoing ballistic damage, -10% incoming ballistic damage.
Danse +20% damage against irradiated ghouls, super mutants and synths (unchanged).
Deacon +20% sneak attack damage, +40% stealth boy duration (unchanged).
Hancock 20% faster critical rate.
MacCready 20% improved accuracy in VATS.
Valentine +1 hacking guess, -50% terminal lockout cooldown and -10% VATS AP cost.
Piper Buying and selling prices are 10% better. Persuasion chances increased by +10%.
Garvey +20% damage and +20 Damage Resistance against three or more opponents (unchanged).
Strong +20% melee damage.
X6-88 +10% outgoing energy damage, -10% incoming energy 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 WHEN THEY ARE EQUIPPED.
1. Download the updated files and overwrite with the existing files. Go in the game and check if its working properly.
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.
NOT compatible with More Smarter Companions.
Compatible with all other mods.
Load this mod at the very end of your load order.
For Valdacil's Item Sorting a patch is available at Radrose Usability Enhancements
For Unlimited Companion Framework, this mod needs to be loaded BEFORE UCF.
NoSharedDogmeatTemplate needs to be loaded before all the mods that affect dogmeat.