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Evo

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evoe

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  1. evoe
    evoe
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    Sticky
    For those interested in the global value references, I'm slowly adding them to a spreadsheet. All of the globals relating to companions have already been added.

    https://docs.google.com/spreadsheets/d/18yJTBq53OyohttBUGOInCbrKLv-keBngeUa7xJM0kF8/edit#gid=0
    1. oilnarak01
      oilnarak01
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      Hello , Could you tell me how to find global value references ?

      i want to modify a skills , traits duration time

      thanks
    2. TaarKarn
      TaarKarn
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      Thanks a bunches for this. I was about to go crazy trying to find the values for resetting the cooldown.
      I was just waiting on Sam to finally trigger his quest so I could at last get to the NG+. But maaaan. This dude never stops effing talking.
      I was about to say: "eh, screw it" when I found this.
      Thank you for saving me Hours of my Life that would otherwise have been wasted running around waiting on some really dumb cooldown. For all the things Bethesda does right, they do at least the same amount of stuff wrong. :D
  2. RevanFanMan
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    The companion timer bat doesn't work on active companions. I had Barret, Andreja, and Sarah as companions, but only Andreja as the active one. I used the bat file and got missions to talk to Sarah and Barret, but not Andreja.
    Edit. Apparently it doesn't work on Andreja even if you dismiss her. 
  3. Morte78
    Morte78
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    In my game Sam was broken and wasn't starting his quest conversation despite have over 1500 affinity and waiting days.  Using the console command from the no cooldown file fixed him.  Out of interest I am trying to check what his timer was set to before I fixed him.  I tried using "29D488.getav 002b9007" and all it returned was "CurrentStoryGateExpired >> 0". Do you know if there is a console command I can use to see the actual time?
  4. mlkmlkmlk1708
    mlkmlkmlk1708
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    did affinity loss stop working for anyone? played the crimson fleet questline and sarah went into angry mode which made me have to apologize
  5. mlkmlkmlk1708
    mlkmlkmlk1708
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    My custom.ini already looks like this:

    [General]
    sStartingConsoleCommand=bat XP
    sPhotoModeFolder=Photos


    how do I add the noaffinity lines in without breaking my current command list?
  6. MIKE20160236
    MIKE20160236
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    just got back to Starfield. I forget if i use the command on console, do i have to type it again after each log in?
    1. Mastersgt1
      Mastersgt1
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      No, once used you shouldnt need to enter it again assuming you are using the other files that remove the cooldown.
  7. pcproz
    pcproz
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    Thank you for this awesome mod! 

    Is there a way to customize the "AffinityRequired" & "TimerDuration" for a specific companion?

    [Edit] figured it out... Thanks
  8. Ilsyde
    Ilsyde
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    Working great, thank you.
    What are the defaults please? I'd like to add some cooldown and affinity requirement instead of having everything set to 0.
    EDIT: found them using getglobalvalue
    - affinity starts with 100 and is increments of 100 (so the 8th stage requires 800)
    - timer starts with 1800 with every stage thereafter set to 3600
    1. Grydian
      Grydian
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      What settings did you use to make it have some cool down?
  9. Peter11860
    Peter11860
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    Might be a weird question, but does the no affinity loss mod remove the popups that come up on the top right? (for ex sam hated that/ disliked that)

    I checked my affifinty with him before and after something negative and it stayed the same (at 380), but he kept on giving me comments and negative phrases. 

    Any help is appreciated
    1. cinnacon
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      The messages will still show
    2. mrphurious
      mrphurious
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      The game tests player actions against companions' expectations in two stages, the first is a basic threshold of desires and dislikes, and if you do something that affects how the companion feels about you, you are given feedback in the form of a message so you are aware of how your companion feels about your actions, the next stage is to equate a negative or positive numeric value to your activity to use as a running tally of your relationship status with them. Different actions and different companions will have different values. This file stops the incremation of negative values in the second stage, so there will never been a negative consequence for prolonged activities that a companion doesn't like and they will also proportionally continue to accrue positive affinity with you.
  10. Bigdaddy2I42
    Bigdaddy2I42
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    Compatible with 1.7.33?
    1. mrphurious
      mrphurious
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      Given that this is just a script with command changes, it should continue to work fine. Typically command codes in the base game don't change unless they make major revision changes to the underpinning game code structure. All the patches so far have just been fixes for issues.
  11. RealEmcee
    RealEmcee
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    The No Affinity file is not working for me. Andreja still got upset when I killed some guards in New Atlantis.
    1. mrphurious
      mrphurious
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      If I understand the discription correctly, the changes don't stop the companions from expressing their dislike of certain activities, it just stops the incrementation of negative values over the progression of the game. The game code tests against the behavior likes and dislikes of each present companion and if a behavior is set as something that's disliked or hated, the companion will say so, so that you are warned about what they are expecting, then a negative affinity value is subtracted from that companion's tracked affinity with you. Rack up too many negatives and they will likely leave you or even become hostile. This mod negates that second step from happening, so companions will still complain about what they feel is negative behavior, but they will never devalue the bond so that the accumliated actions have a consequence, like them leaving you.