Weird, I just double checked my Curie and she already has items 22CC13 (CompCurieLaserGun) and 245D69 (CompanionAmmoFusionCell). She draws the laser rifle when I pull out my gun too. Companion weapons are all so terrible though that I just give whoever is with me Kremvh's Tooth modded onto a legendary machete.
Anyway, the reason I posted is to point out that altering Curie's base record causes her face to get messed up, which can be seen in your screenshot as that is not what her face is supposed to look like. The "Simple Bug Fixes" mod also ran into this issue when it tried to add Curie's missing Sneak 1-4 perks onto her. Without access to scripting I don't know of any workaround for that issue, other than to use the console rather than a mod. Use the "addperk" command to give her her Sneak perks, and if she's missing her laser and companion ammo in your game then just use "additem".
Interesting. Digging into the esm file again I see that weapon. It could be that she had it but it doesn't spawn until some sort of script event when she changes into a synth? I hadn't noticed that her face changed when I made the change to give her a rifle.
This mod may become redundant once we get access to scripting and can see what's really going on. I wound up making it because first hand experience showed that, in my case at least, she never used her existing gun.
Anyway, thanks for pointing out the problem there with her face. I'm going to leave this mod up for now, but I'll post a note about it in the description.
Yeah, Curie seems to be handled weirdly. Her synth base (27686) seems to be missing a few things, like her laser rifle and special points, and modifying the base has no effect other than removing her makeup.
I also figure a script must be changing her, but I can't figure out how to change it without the geck.
Edit: and you can check if Curie has her rifle by typing "102249".equipitem 22CC13 into the console when she is your companion. She should draw her rifle when you draw your weapon. She really seems to favour her fists though, which is also pretty odd.
Yes, something seems to be weird about her scripts or whatever, she seems to prefer everything but here laser rifle, pikcing up every weapon available and often resorting to fists...
To add to what tim57282 said, use 102249.equipitem 22CC13 1 in console and her rifle will be equipped and locked, this prevents her from switching to anything else. She was driving me mad before I figured this out.
Never give them ammo for any launchers and don't give them grenades as they will use them. I store my launcher on them until need it and than grab it. All ammo stays on me cause it doesn't cost any weight. As for grenades they tend to throw them at the wrong time.
Companions grabbing random weapons is just what all companions do, if there is one near that includes the right ammo in the same container and it beats their personal weapon.
The problem here is this I think: http://i.imgur.com/4ZxGp7M.jpg
This causes her to replace the rifle as soon as she finds... well anything really.
As for switching to unarmed, unarmed does a base 10 + Strength in damage I believe, which is at least 10 more than 0 no? ;-) Although she does say "Switching to secondary defenses" when she starts to punch. I don't know if this in the game for when she is given a melee weapon or because she's supposed to punch.
The base damage of a laser rifle is determined lower in the tree I assume because it's energy damage instead of ballistic. You can see 27 dtenergy damage down below. Kind of a bummer to fix this, but having her pick up melee weapons is annoying. She does such absurd high damage if you give her a suit of power armor with Tesla mods on the chest and both arms. Tesla arm mods adds about 50 energy damage to your punch per arm.
I believe most/all of the laser weapons have a 0 listed there. The weapons act as a container for their mods, which is where they get their damage from. The dtenergy damage listed there is in a section called Critical Data, so I think that's how much is added on a crit as a base. Though this is just conjecture, as I haven't modded weapon damage, but I did dig into that and the weapon mod objects a bit while researching a mod request from a friend.
The unarmed attack in the weapon section of the esm has a listed damage of 8, and I think each point of strength increases damage by 10%. I need to double check on that damage boost though though.
That is all correct. My point was I think the AI doesn't detect on this because after I gave Curie's laser rifle ballistic damage she stopped picking up weapons from corpses or using unarmed. Like that one damage stat is what determines if a gun is useful or not to companions.
Hmm...that could be. I'll be interested when/if we can actually dig into the behavior packages. Of course, it could be that we can already do that and I just don't know how. This is only my second mod, and Fallout 4 is my first foray into making mods instead of just using them.
I don't believe the issue is that she doesn't have a weapon. She just shares the same Combat Ai as her Robot counter part. When she was a robot, her combat package was lasers at a distance but would switch to her saw at close range. The combat package hasn't changed but instead of having her saw, she uses her fists. So I just give her a ranged and melee weapon and she switches between them depending on the range of the enemies.
Yes, the more people chime in and I look at things the more it seems like the problem isn't her not having a weapon in her base file in the esm. Still, based on my personal observations, adding the weapon does seem to encourage her to use it. I took her to Corvega to test it out and she engaged with her rifle even at nearly point-blank range.
exactly! that is why i love her. she is so useful. i dont think she changing to melee is a problem. i dont know if it is true, but i think she is a little more durable than the other companions. and she already have an infinite laser rifle. i gave her the furious power fist that you get from swan, some sturdy combat armor and i watched how she stomped some super mutants, engaging in melee and using the insane stagger/damage of the power fist and changing to her laser rifle to kill enemies in higher ground. i think the only problem is her sneak perks, it is just impossible to sneak around with her. i dont know if that is intentional or not, but i really hope bethesda dont mess with this on the next update because some people dont know how to use her.
What is happening to Curie is that changing her NPC record removes her makeup. I've been talking to the author about FO4Edit about this and there just seems to be no way to fix it.
So this is what I need to do for batch filing this, right? equipitem 22CC13 1
Why did you make a new weapon for curie and not use Danse's laser rifle? Anyway i send more time modding the game than playing it so i haven't got her. but if she is messed up i'll merge this with the pile of fixes i have going for myself. thanks for making this bugs like this should be fixed asap.
Mainly just to avoid conflicting with anyone if they wanted to mod Danse's gun some time in the future. You're not too far off though. Her rifle is just a renamed copy of Danse's.
Her default weapon in my main save has always been a laser rifle. I've never seen this security baton people are talking about. I've even tried giving her a super sledge because I prefer to have melee companions. She just whips out a laser rifle as soon as combat starts no matter how often I tell her to equip it.
*Shrugs* Maybe what you guys are experiencing is a bug?
Oddly enough my Curie had no weapon but i've since given her a combat rifle and she uses it well, not seen her loot any corpses or take items either though.
That's possible. I actually saw her whip out the rifle once when I first recruited her, but she never fired it and replaced it with a weapon off a raider immediately. I looked through her files in the .esm and she doesn't come with any items. All other followers have a unique weapon that uses a special ammo type, and is flagged non-playable so you can't take it from their inventory.
At this point it's too early to tell what exactly the bug or the intended behavior is. It's interesting that you haven't encountered it. We'll have to see how things progress!
I'll be watching this just to see what's learned. The mod is of no use to me, especially because I've learned that Curie is pretty handy with a minigun, but Bethesda bugs always fascinate me. The Gamebryo engine defies all logic, it's like reading about the fringes of string theory.
She does, but I think she keeps the AI from being a Mrs. Nanny and charges melee like she would with the sawblade when the distance gets close. Problem is, the damage is not nearly comparable.
This is why I just gave her a power fist and called it a day.
I imagine they do a fair bit of QA. It's probably more that they prioritize their bugs, and minor ones that don't break the game get left by the wayside in the rush to hit the deadline. Just wish they'd spent more time on the settlement UI myself.
Thanks for downloading! Let me know if you run into any trouble with it. Worked ok in my testing, but first rule of development is to have someone else test your stuff.
32 comments
Anyway, the reason I posted is to point out that altering Curie's base record causes her face to get messed up, which can be seen in your screenshot as that is not what her face is supposed to look like. The "Simple Bug Fixes" mod also ran into this issue when it tried to add Curie's missing Sneak 1-4 perks onto her. Without access to scripting I don't know of any workaround for that issue, other than to use the console rather than a mod. Use the "addperk" command to give her her Sneak perks, and if she's missing her laser and companion ammo in your game then just use "additem".
This mod may become redundant once we get access to scripting and can see what's really going on. I wound up making it because first hand experience showed that, in my case at least, she never used her existing gun.
Anyway, thanks for pointing out the problem there with her face. I'm going to leave this mod up for now, but I'll post a note about it in the description.
I also figure a script must be changing her, but I can't figure out how to change it without the geck.
Edit: and you can check if Curie has her rifle by typing "102249".equipitem 22CC13 into the console when she is your companion. She should draw her rifle when you draw your weapon. She really seems to favour her fists though, which is also pretty odd.
To add to what tim57282 said, use 102249.equipitem 22CC13 1 in console and her rifle will be equipped and locked, this prevents her from switching to anything else. She was driving me mad before I figured this out.
Wait! This solves the problem?! It should be great! I don't want her with any other melee weapon anymore!
Could you please write the right thing for me to write in the command, please?
Thank you!
The problem here is this I think:
http://i.imgur.com/4ZxGp7M.jpg
This causes her to replace the rifle as soon as she finds... well anything really.
As for switching to unarmed, unarmed does a base 10 + Strength in damage I believe, which is at least 10 more than 0 no? ;-) Although she does say "Switching to secondary defenses" when she starts to punch. I don't know if this in the game for when she is given a melee weapon or because she's supposed to punch.
The base damage of a laser rifle is determined lower in the tree I assume because it's energy damage instead of ballistic. You can see 27 dtenergy damage down below.
Kind of a bummer to fix this, but having her pick up melee weapons is annoying. She does such absurd high damage if you give her a suit of power armor with Tesla mods on the chest and both arms. Tesla arm mods adds about 50 energy damage to your punch per arm.
The unarmed attack in the weapon section of the esm has a listed damage of 8, and I think each point of strength increases damage by 10%. I need to double check on that damage boost though though.
So this is what I need to do for batch filing this, right? equipitem 22CC13 1
But doesn't she already have one?....
Her default weapon in my main save has always been a laser rifle. I've never seen this security baton people are talking about. I've even tried giving her a super sledge because I prefer to have melee companions. She just whips out a laser rifle as soon as combat starts no matter how often I tell her to equip it.
*Shrugs* Maybe what you guys are experiencing is a bug?
At this point it's too early to tell what exactly the bug or the intended behavior is. It's interesting that you haven't encountered it. We'll have to see how things progress!
This is why I just gave her a power fist and called it a day.
Anyway, thanks for downloading!