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JotunYmir

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23 comments

  1. Kreyd
    Kreyd
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    Damn I always find out I need that mod the moment it's too late >.>
  2. SirGregoryTheKid
    SirGregoryTheKid
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    Have you been able to find a way to reduce the passive affinity gains? 

    I have already reduced the "gains" per like and love event to  a "negative 5" and negative 10 per event in my game so it takes much longer.  Every time I help Dogmeat out, it says "Piper liked that" and it actually reduces the affinity 5 or 10.   The passive still overtakes it and eventually you gain full affinity.  Been wanting to find a way to reduce the passive to actually make it take a long time.  Thanks!
    1. JotunYmir
      JotunYmir
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      Reduces it per event. I didn't even know passive gain was a thing, i'm going to search for a setting to change that.
    2. SirGregoryTheKid
      SirGregoryTheKid
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      Thanks.  Yeah, passive is still a big gainer.  See my edited post above.  I edited the gain values to actually be small negatives in my game.  Ha ha.

      Here is the passive formula from https://fallout.fandom.com/wiki/Affinity:

      "Affinity can be also increased passively by simply having a companion follow the Sole Survivor. The increase depends on the current affinity level and will be lower with higher affinity values. The formula for the increase is 40 - 0.033 x affinity value. (i.e. companions with 100 Affinity will gain a 36.7 increase, companions with 250 = +31.75, 500 = +23.5, 750 = +15.25, 990 = +7) The affinity bump is awarded after every ten minute period that the companion has been following the Sole Survivor, on the condition that at least 1 XP has been earned during that time. Assuming the above conditions are met and no other actions are done to gain or lose affinity, this means it would take 520 minutes (8.67 hours) to reach 1000 affinity with a companion starting at 0; however, it would only take 160 minutes (2.67 hours) to reach 500 affinity with a companion starting at 0.
      When the player character recruits a companion, the companion's affinity increases by 3%. The companion recruit counter can be reset by finishing any quest or progressing any quest to next objective, meaning that the player character can recruit all companions and increase their affinity by 3%, complete a radiant quest and then come back and recruit them again which increases their affinity by another 3%."
    3. JotunYmir
      JotunYmir
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      Creative solution.
    4. jtgibson
      jtgibson
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      If anyone is curious, passive affinity is handled with CompanionActorScript.  You just need to change the lines

      float WithPlayerBaseAffinityGainPerTick = 40.0
      float WithPlayerCurrentAffinityMult = 0.033

      and recompile.  If using UFO4P, extract and modify its version of CompanionActorScript.psc, rather than the vanilla version.

      Vanilla will produce an affinity of up to 1212.12... just through killing random mobs with your companion over time.  If you'd like to set the limit lower, multiply your desired "baseline" (e.g., 750), by your desired affinity multiplier (e.g., 0.03), to yield the correct BaseAffinityGainPerTick (in this example, 22.50).  That would also mean that above that level, you'd actually lose disposition over time if you're faffing about murdering helpless animals, since your best friend would expect you to be spending your time doing something more important than tagging mole rats.

      I'm presently experimenting with 7.5 and 0.01.  That means that it would take 1000 minutes of random monster killing before modifiers to reach 750 affinity, and after modifiers would literally take forever: it produces an asymptote at 750, and yields 5 disposition lost per 10 minutes of aimlless adventuring at the maximum possible 1250 affinity -- which will still be easily counteracted by doing stuff your companion likes.

      Since the script only multiplies and never divides, it's safe to set the BaseAffinityGainPerTick to 0.0 and disable passive gain entirely, or you can set CurrentAffinityMult to 0.0 and set the BaseAffinityGain to a low value to have simply a linear gain.  I'd say that would cause gameplay problems of its own, however, since several characters have few non-quest events that reward affinity.
    5. Gambrinus001
      Gambrinus001
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      Hi I know it has been a long time since you wrote this, but I am curious if you have been able to make this work for you. I am able to edit the script through Creation Kit, however no matter what values I set companions are still getting passive affinity like in vanilla game.

      EDIT: OMFG Yes!!! I think I finally managed to stop the passive gain... or at least reduce it, beacuse I actually like the idea that if you spend time traveling together you get more acquainted just not that after two days of travelling you will love each other. :-)
      So if anyone is interested and finds this I'll leave this here. So this is what I did IOT make the increase steady 0.01% instead of some ridiculous number that is in the game:
      1) Through F4 Creation Kit edit the CompanionActorScript. Edit float WithPlayerBaseAffinityGainPerTick and float WithPlayerCurrentAffinityMult (I set pertick to 0.01 and mult to 0.000 this is what makes you gain the 0.01% of affinity). There are actually some other values you can change like how much XP you have to gain IOT have the increase (default is 1) or how often this script should check and award the increase (default is 600 seconds) feel free... Now if you are starting a new game you should be good to go beacuse as someone suggested on some forum this script (and possibly others) loads on new game and stays that way (probably I haven't tested it on new game). The problem is if you are already running a game because the script stays in default no matter what you do...
      2) Luckily there is this tool: https://www.nexusmods.com/fallout4/mods/22633 (I used Resaver 6.0.557) with this you can edit the script that is already in the savegame :-). First make a hard save (through console if needed on survival) because if used wrongly this tool can actually break your savegame. Now run the tool and open your savegame. Then open Script Instances then scroll down until you find companionactorscript: something something. Now open each instance (I had 15) and now scroll to find the values for WithPlayerBaseAffinityGainPerTick and WithPlayerCurrentAffinityMult (or possibly others) and edit them to whatever you like. The tool is a bit quirky (or at least was in my case) you have to play around with how you input the number (for example how many number there are after the dot) and you have to press enter IOT for the value to be saved and in my case the last edited value did not get save so I had to edit a third value (whichever) leave it as is and press enter again IOT save the two values I wanted to edit but it gets the job done. :-)

      After this you should be good to go. Hope this saves someone few gray hairs. ;-)
    6. ptmc2112
      ptmc2112
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      For those who don't want to try compiling it to remove the passive affinity, I made a mod that removes it, and made it so it can be installed via mod manager: https://www.nexusmods.com/fallout4/mods/77021

      Hope it works for you
    7. modifieda4
      modifieda4
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      @ Gambrinus001

      thanks for the really helpful post! i've adopted your settings and made the changes in resaver.
  3. ihadtomakeanaccount123
    ihadtomakeanaccount123
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    Does this work for the newest version of Fallout?
    1. Henroid
      Henroid
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      I gave it a shot, and while it's not causing any crashing or conflicts, I don't think it's functionally doing what it's meant to. Piper still fell in love with me after like a dozen lockpick events.
  4. ltcolmichael
    ltcolmichael
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    How about a mod that increases the dislike gain so you have to be more careful who you travel with?
  5. cubbyman1
    cubbyman1
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    you know it's funny i first scoffed at the idea of this mod when it came out, but now i'm getting annoyed with how fast the damn affinity is, lol, so now i view this as a godsend, because i have mods that kind of speed up the process because i use the speech perk quite a bit.

    and i end up saving a lot of people that makes the affinity too quick. 
  6. boxerbeast1
    boxerbeast1
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    has anyone made a mod that adds faster affinity decay?
  7. CrassieWassie
    CrassieWassie
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    Thank Gosh for this. Been having a problem where i'd recruit my companion and they'd instantly start telling me how much they trust me and love me.
  8. Ray322
    Ray322
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    I used the mod before starting a new game and then updated the values on FO4Edit, but they're stuck on the initial values. Is there anything I need to do for the new edited affinity gains/losses to be updated?
  9. WalksInDreams
    WalksInDreams
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    Thank you.  Now, if only there was a way to lower the percentage gains from passive affinity.
  10. hyralux
    hyralux
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    Been waiting years for a mod like this, thanks. Should keep me from having to change their affinity through console commands so much.