Another won for our EvilPanda :) Thank you man! Im so exhausted of the companion faling in love with me for such trivial things after a couple of ingame days...
I just wish the cooldown were more clear and the long setting allowing at least 10days.
This mod is showing in the MCM pause menu but when I select it I get a message from MCM saying “CompanionsAffinity.esp can not be found”. Any suggestions? I installed using Vortex and I’m guessing it hasn’t put stuff where expected but I’m not sure how to correct this. Thanks.
I had this problem, turned out that FO4VR doesn't like .esl and the plugin for this is tagged as .esl. It now works for me following the advice I found here: https://www.reddit.com/r/fo4vr/comments/vf70hp/guide_mod_does_not_load_in_fallout_vr_and_how_to/
I love this mod! Finally I can smoke my mod-added stuff without Cait fussing about my chem-addiction. But I cannot, for the love of Atom, figure out how to make the bloody MO2 and MCM play nice and save my settings! All other mods' mcm-settings, even the infamous AAF-mods, get saved on exit without a hitch. MCM is dead last in my load order. Any tips here how to fix this?
There is some kind of problem with creating new files. You should ask about it in MO2 Discord support. But this mod doesn't stores data in external files : everything is in your savegame. You just need to save game after you have been changed settings.
If I understand it correctly, mod doesn't affect passive affinity gain? You know, this large invisible static gain that you get every day just by traveling with the companion?
The thing they are talking about is this. Quote from fallout.fandom.wiki:
"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."
If I remember correctly, this was added in some patch or DLC, and it basicaly makes any affinity changing system useless, because you will get max affinity in very short time just by having the companion with you. There is also and older mod that has a discussion about this in its post section: https://www.nexusmods.com/fallout4/mods/50711/?tab=posts
I managed to find the script they are talking about in that discussion (CompanionActorScript) and I've been trying for days to stop or at least decrease the passive gain but without any luck. No matter what values I set in that script companions are still getting passive affinity like crazy. The only way I can think of now, is to have some script to counteract this, however I am not so skilled with scripting to be able to make it.
The funniest thing about this is that I remember I encountered this problem several years ago when playing Fallout 4 and I think I managed to make it stop somehow but now I cannot and I cannot remember how I did it. :-D
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. ;-)
To be honest - I did not notice that everything happens so quickly in 1-2 days. But I didn't go deep into the subject. Perhaps an unofficial patch already fixes this script that you write about.
I noticed it thanks to Visible Companion Affinity mod since it shows affinity gains. Well 1-2 days might be a bit of an overstatement, but it's not that off. If there is a patch or mod that solves this then I don't know about it. The thing is it is not a "bug" it's intentional and I think it was added with some DLC but I don't know the details. Anyways the solution I wrote works it just requires some work on the part of player.
I am currently using 'No Negative Affinity - No Affinity Cooldown'. It has one aspect, (bug) that really irks me to no end. Twice now, I've accidently shot a minuteman and a settler and the game informs me that Piper is going back to Publick Occurrences, even with the message 'Piper hated that - No fucks given'. She was hostile and not commandable in both cases. I'm asking if this mod eliminates that. I might be an expert shot in the real world but game interfaces kinda suck and s#*! happens. This was one of the reasons for using a mod like this. I hate restarting from earlier saves especially when I forget to save in a long while.
This mod just regulate changing affinity values. Nothing else. You can use it (no ESP ver) with No Negative Affinity - No Affinity Cooldown or don't use it at all, if you don't need to regulate values. You just need to be sure (in Fo4Edit) that constant flag removed. See the article for more information.
34 comments
Thank you man! Im so exhausted of the companion faling in love with me for such trivial things after a couple of ingame days...
I just wish the cooldown were more clear and the long setting allowing at least 10days.
This mod is showing in the MCM pause menu but when I select it I get a message from MCM saying “CompanionsAffinity.esp can not be found”. Any suggestions? I installed using Vortex and I’m guessing it hasn’t put stuff where expected but I’m not sure how to correct this. Thanks.
"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."
If I remember correctly, this was added in some patch or DLC, and it basicaly makes any affinity changing system useless, because you will get max affinity in very short time just by having the companion with you. There is also and older mod that has a discussion about this in its post section: https://www.nexusmods.com/fallout4/mods/50711/?tab=posts
I managed to find the script they are talking about in that discussion (CompanionActorScript) and I've been trying for days to stop or at least decrease the passive gain but without any luck. No matter what values I set in that script companions are still getting passive affinity like crazy. The only way I can think of now, is to have some script to counteract this, however I am not so skilled with scripting to be able to make it.
The funniest thing about this is that I remember I encountered this problem several years ago when playing Fallout 4 and I think I managed to make it stop somehow but now I cannot and I cannot remember how I did it. :-D
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. ;-)