could you add a function that enable us to have multiple companions? Other mods that have this feature are all outdated after the NG update. Thanks in advance
"Fixes sneaking". What exactly does it fix? In the original, when sneaking, companions don't go into stealth mode like the player? Or in the original, whether you sneak or not, the companion is always visible to enemies and doesn't get the stealth bonus?
Hello, thank you for your amazing mod, please advise. I use a set of mods:
Arbitration
Real.AI
Better Companions
Amazing Follower Tweaks
Amazing Follower Tweaks Plus
and I can't figure out if it is possible to use your mod with the above? If so, in what order should they be placed? I use them all together with your mod, since each of these mods does something new that the other mod does not. I will be very grateful for your help!
Amazing Follower Tweaks Plus (AFT is loaded last and has priority)
The only thing I could find out from the authors of these mods themselves: Better Companions must be loaded BEFORE the AFT mod, and the author of the Real.AI mod states that his mod does not conflict with other mods installed on my machine, since Real.AI does not add any new tactics, strategies or combat behavior options and changes the AI by changing some deeper parameters. Despite the fact that I do not have any crashes or other critical problems with all these mods (enabled), there are still oddities that arise randomly in the behavior of the AI, especially companions. Often, companions are incapacitated and just hide or run around without really shooting back. Although, I have not yet delved into the deep settings of these mods. It's funny that at least several functions declared in Real.AI work even for me, for example, suppression by enemy fire. Also, switching weapons between companions at different combat distances works. In the near future, I will try to optimize these mods for the full operation of the AI (I am already thinking about disabling Arbitration and another mod (I forgot which one)).
Gosh I feel bad for bringing this up this late in the game. The uploader has probably moved on to greener pastures by now. Before the next gen update I noticed that the +25% EXP bonus from Longfellow wasn't working. I was waiting until after the next gen update to even say anything. Well, I quit playing after the update to give the modding community time to recover. I'm back!!!! lol This hasn't been updated so I'll just put my two cents in. Does it work but only for animals or is it just broken? I have other mods but none that effect companion perks.
Thanks for bringing this to the masses. It's always a staple in my load order alongside UCF.
Anybody know if No Shared Dogmeat Template and Dogs can't open doors is still a necessary commodity? It's always one of those things i forget about and scurry to patch every playthrough.
Presently working with no conflicts on my end with over 100 other mods installed. I love the Short, Medium, and Long Range weapon swaps since I tend to give certain companions X/Y weapons and get tired of manually reassigning the weapon mid-quest. This mod takes out all of that hassle, and it's much appreciated. Thanks for sharing! Endorsed.
I have this mod installed with the Next Gen update and it is not causing CTDs for my game. Whatever you are "confirming" may have only been on your machine. From my end, all of the mod's features appear to be working. I suggest using this mod if you're modding Next Gen.
Maybe you guys forget to like, check for mods that conflict.
If it's that bad of a problem for you, make a patch that piggybacks off the existing mod. I'ma see for myself because I'd rather enter American politics than unpack and sort out the undecisive mess that is this comment section.
I've been using this mod alongside Unlimited Companions Framework, and the only issue I'm noticing is that sometimes companion A will accidentally hit companion B, causing B to think A is an enemy while A still sees them as an ally, and then I have to talk to B to stop them from trying to kill A, and while that's happening, companion C sees what the game code must justify as "Murder" because I'll get a "Codsworth Hated That" message and C tries to go back home, so I have to stop B from killing A and stop C from leaving the area. I also brought up the issue on UCF posts just in case the issue is with that mod instead of this one
1726 comments
FOR Frequently Asked Questions Click HERE
Update: I forget to mention that I had killed Gage before installing the mod.
I use a set of mods:
- Arbitration
- Real.AI
- Better Companions
- Amazing Follower Tweaks
- Amazing Follower Tweaks Plus
and I can't figure out if it is possible to use your mod with the above? If so, in what order should they be placed?I use them all together with your mod, since each of these mods does something new that the other mod does not.
I will be very grateful for your help!
Real AI has a reputation of being more popular than it deserves, while Arbitration is old - both conflict quite a bit. Take a look at the video review below to decide which AI mod suits you best, then consider NPC Use Items + Fair Accuracy and Deadly Enemies (FADE) (or Chemfluence) + AI Edit and Complex Sorter NPC Scaling.
Im uzing Mod Organizer 2.
My load order:
- Arbitration
- Real.AI
- Better Companions
- Amazing Follower Tweaks
- Amazing Follower Tweaks Plus (AFT is loaded last and has priority)
The only thing I could find out from the authors of these mods themselves:Better Companions must be loaded BEFORE the AFT mod, and the author of the Real.AI mod states that his mod does not conflict with other mods installed on my machine, since Real.AI does not add any new tactics, strategies or combat behavior options and changes the AI by changing some deeper parameters.
Despite the fact that I do not have any crashes or other critical problems with all these mods (enabled), there are still oddities that arise randomly in the behavior of the AI, especially companions. Often, companions are incapacitated and just hide or run around without really shooting back. Although, I have not yet delved into the deep settings of these mods.
It's funny that at least several functions declared in Real.AI work even for me, for example, suppression by enemy fire. Also, switching weapons between companions at different combat distances works. In the near future, I will try to optimize these mods for the full operation of the AI (I am already thinking about disabling Arbitration and another mod (I forgot which one)).
Anybody know if No Shared Dogmeat Template and Dogs can't open doors is still a necessary commodity? It's always one of those things i forget about and scurry to patch every playthrough.
Thanks for sharing! Endorsed.
No responds... Damn shame!
If it's that bad of a problem for you, make a patch that piggybacks off the existing mod. I'ma see for myself because I'd rather enter American politics than unpack and sort out the undecisive mess that is this comment section.