How many times can I give Kudos and Endorsements for this bugfix mod? Ten times? A hundred? Now, after Patch 1.4, Boone's combat is improved but there is still no head-tracking in the vanilla game. After testing, there's head-tracking before he becomes a Follower but not after WITHOUT this mod. This mod fixes that and it still works great after Patch 1.4. Thank you again for a great mod that makes it possible for me to play FNV with my favored companion and sniper buddy.
@enclave1488 This mod will keep him from saying that so much. The reason he's saying 'eat this' etc so much is that he is being evp'd out of combat every 5 seconds. So when he goes right back into combat, there is the potential for saying the 'Attack' combat topic over and over.
The way I fixed this bug on my end, lol, was I loaded G.E.C.K up with 20th Century Weapons and the patches I made for it, switched Boone's rifle textures ,meshes and sounds for the one of the KAR-98 German Sniper rifle (because his hunting rifle looks at default like a piece of crap) and then so he would never equip his machete ever again, I set his melee weapon damage to 0 lol Same for Veronica and her stupid fist They never equip their melee weapons, because I basically forced them to use their ranged weapons, since NPCs won't equip weapons that have 0 damage stats haha Only thing is, Boone will try to use a melee weapon if I place one in his inventory, but he never gets anything from me except armor and clutter I want him to carry lol That was my big F**you to Boone for acting retarded. Now he snipes 24/7 with his re-textured-re-mesheed, re-sounded Hunting/KAR-98 Rifle. However what I need now is a STFU Boone mod, because I can't stand hearing him say Eat this and You're mine every 10 seconds because he is fighting 100s of Zombie from my Zombie Apocalypse Mod lol
This is the only thing that my mod fixes. As a plus, it also fixes head tracking. I just disabled two script commands that were knocking him out of combat every 5 seconds.
As far as I can tell, the Aggressive/passive buttons do nothing to the AI of followers. Nothing in script or packages, anyway. If there's something hardcoded, it not working. There's also a couple of other things that could be fixed, but it's more invasive. With Boone's hat the way it is, he will almost always have a 10 perception and 25 plus critchance. With his clothing, he will gain +2 to melee and guns every time you access his inventory. If he's more perceptive, he will detect enemies sooner. Also, when you load into a new cell, the combat style setting may be 'forgotten' and revert to Default (both melee and guns allowed). It AWAYs reverts to default when you startup the game from a save. All followers revert combat style like this. The way to fix it is more AI packages, that have the style selected in them. If he's reverted to default combat style and his current guns/melee skill assesment prefers the machete, he's going to chase everything he detects with it.
Great job fixing Boone. I installed this on my last game after becoming upset with his craziness and hoping someone else noticed it as well and repaired it.
However, having started a new game after installing the mod, I have noticed that Boone's actions, while not crazy, are aggressive.
He no longer enters and exits combat repeatedly, nor switches weapons or holsters/shoulders again and again. However, he seems intent on becoming a glory-hound, even whilst sneaking around.
The first hour or so, I didn't care much as he was getting the job done, but inside the REPCONN facility, he would run off and machete everyone on the radar. Even while I was trying to sneak around.
1) I didn't have Boone the first time I played and went into REPCONN, so I don't know if this his how he plays anytime he is inside a building with hostile NPCs.
2) I haven't play-tested the mod enough currently to notice if he is acting this way outside as much as in.
Prior to this mod, he would constantly enter combat, sending NPCs scurrying around defensively. However, he would not actively attack anyone. With this mod, he doesn't seem to randomly enter combat (even when there is no one around hostile to me), but like I said, he will kill everything that moves regardless of his aggression status.
@Kicenna, @SpaceOden, @Yukichigai, @SGHi, @delamer Thank you very much for your feedback - it's the only thing that verifies that I am not imagining things!
20 comments
Yes. The bug has not been fixed in the current version 1.3 of the game.
However, I've read that in the next patch, the issue has been addressed. We will see.
This mod will keep him from saying that so much. The reason he's saying 'eat this' etc so much is that he is being evp'd out of combat every 5 seconds. So when he goes right back into combat, there is the potential for saying the 'Attack' combat topic over and over.
Same for Veronica and her stupid fist
They never equip their melee weapons, because I basically forced them to use their ranged weapons, since NPCs won't equip weapons that have 0 damage stats haha
Only thing is, Boone will try to use a melee weapon if I place one in his inventory, but he never gets anything from me except armor and clutter I want him to carry lol
That was my big F**you to Boone for acting retarded.
Now he snipes 24/7 with his re-textured-re-mesheed, re-sounded Hunting/KAR-98 Rifle.
However what I need now is a STFU Boone mod, because I can't stand hearing him say Eat this and You're mine every 10 seconds because he is fighting 100s of Zombie from my Zombie Apocalypse Mod lol
This is the only thing that my mod fixes. As a plus, it also fixes head tracking. I just disabled two script commands that were knocking him out of combat every 5 seconds.
As far as I can tell, the Aggressive/passive buttons do nothing to the AI of followers. Nothing in script or packages, anyway. If there's something hardcoded, it not working. There's also a couple of other things that could be fixed, but it's more invasive. With Boone's hat the way it is, he will almost always have a 10 perception and 25 plus critchance. With his clothing, he will gain +2 to melee and guns every time you access his inventory. If he's more perceptive, he will detect enemies sooner. Also, when you load into a new cell, the combat style setting may be 'forgotten' and revert to Default (both melee and guns allowed). It AWAYs reverts to default when you startup the game from a save. All followers revert combat style like this. The way to fix it is more AI packages, that have the style selected in them. If he's reverted to default combat style and his current guns/melee skill assesment prefers the machete, he's going to chase everything he detects with it.
However, having started a new game after installing the mod, I have noticed that Boone's actions, while not crazy, are aggressive.
He no longer enters and exits combat repeatedly, nor switches weapons or holsters/shoulders again and again. However, he seems intent on becoming a glory-hound, even whilst sneaking around.
The first hour or so, I didn't care much as he was getting the job done, but inside the REPCONN facility, he would run off and machete everyone on the radar. Even while I was trying to sneak around.
1) I didn't have Boone the first time I played and went into REPCONN, so I don't know if this his how he plays anytime he is inside a building with hostile NPCs.
2) I haven't play-tested the mod enough currently to notice if he is acting this way outside as much as in.
Prior to this mod, he would constantly enter combat, sending NPCs scurrying around defensively. However, he would not actively attack anyone. With this mod, he doesn't seem to randomly enter combat (even when there is no one around hostile to me), but like I said, he will kill everything that moves regardless of his aggression status.
Anyone else notice this?
Thank you very much for your feedback - it's the only thing that verifies that I am not imagining things!