Fallout 4

Fallout 4

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rexthebuizel Oct 11, 2021 @ 11:25pm
Companion affinity stuck?
So, I've had this problem in a previous playthrough and it's happening now again.

So, Codsworth loves it when you mod weapons or armor, even when he's not your current companion. So while I'm leveling up Preston first, I end up reaching an affinity trigger for Codsworth (he tolerates you) while modding something. And now that I'm with him, I can't get him to trigger his affinity dialogue, even when I reached the NEXT trigger. I've tried resetting his affinity with the console command setav_ca_affinity or something like that and have gone back to before the first trigger, aka before 250, and reached 250 again, but the dialogue still won't trigger.

I dunno how to fix this anymore, please help
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Showing 1-15 of 15 comments
Bored Peon Oct 11, 2021 @ 11:55pm 
Codsworth tolerates you does not have an affinity dialogue.
Zes Oct 12, 2021 @ 12:32am 
I didnt read your message detailed i guess you are askind for this;

codswort has a cooldown between affinity reactions, like 3 days if im not mistaken
rexthebuizel Oct 12, 2021 @ 1:00am 
Originally posted by 76561198006986278:
Codsworth tolerates you does not have an affinity dialogue.

Really? I thought all of those things had affinity dialogue. Good to know then!

Well, I'll keep working through his affinity and report back if none of the thresholds (like 500, 750, etc) trigger, because at that point I'm assuming dialogue happens then.
Originally posted by rexthebuizel:
Originally posted by 76561198006986278:
Codsworth tolerates you does not have an affinity dialogue.

Really? I thought all of those things had affinity dialogue. Good to know then!

Well, I'll keep working through his affinity and report back if none of the thresholds (like 500, 750, etc) trigger, because at that point I'm assuming dialogue happens then.


codesworth affinity dialogue will be triggert at 750 and 1000 ofc
rexthebuizel Oct 12, 2021 @ 1:43am 
Originally posted by M͕͕͗͗i͕͕͗͗y͕͕͗͗o:
Originally posted by rexthebuizel:

Really? I thought all of those things had affinity dialogue. Good to know then!

Well, I'll keep working through his affinity and report back if none of the thresholds (like 500, 750, etc) trigger, because at that point I'm assuming dialogue happens then.


codesworth affinity dialogue will be triggert at 750 and 1000 ofc

Ah, thanks for the info! I'll keep it in mind then!
Originally posted by rexthebuizel:
Originally posted by M͕͕͗͗i͕͕͗͗y͕͕͗͗o:


codesworth affinity dialogue will be triggert at 750 and 1000 ofc

Ah, thanks for the info! I'll keep it in mind then!


just keep in mind that for some companions you have to do a personal quest to get the affinity to 1000
ZarahNeander Oct 12, 2021 @ 1:46am 
If you use the console to push affinity over the next threshold, you must follow up with
setAV CA_WantsToTalk 1
Originally posted by ZarahNeander:
If you use the console to push affinity over the next threshold, you must follow up with
setAV CA_WantsToTalk 1


this command is ONLY if the affinity dialogue should not trigger
steventirey Oct 12, 2021 @ 2:01am 
Originally posted by ZarahNeander:
If you use the console to push affinity over the next threshold, you must follow up with
setAV CA_WantsToTalk 1

No you don't. If you set the companions affinity high enough that a dialogue should trigger, it will happen the next time the companions affinity updates. So do something they like (or, if you set it high enough, something they don't like). Since companions gain affinity just by being with you (an affinity boost is triggered every 10 minutes, provided you've earned some XP during that time), you could just keep playing and it should shortly trigger.

It is possible to skip dialogues this way. Whatever dialogue with the highest affinity requirement you qualify for is the one that will play.
Last edited by steventirey; Oct 12, 2021 @ 2:03am
Bored Peon Oct 12, 2021 @ 2:40am 
Originally posted by ZarahNeander:
If you use the console to push affinity over the next threshold, you must follow up with
setAV CA_WantsToTalk 1
That is the command I was thinking of the other day.

Originally posted by steventirey:
No you don't. If you set the companions affinity high enough that a dialogue should trigger, it will happen the next time the companions affinity updates.
If people would use modav instead of setav it would be less of a problem. Setav changes the value instantly while modav adds a value to added. Think of the difference between modav giving you 5000 xp versus setav to 5000xp.

In other words Zarah was right because setav bypasses the trigger.
Last edited by Bored Peon; Oct 12, 2021 @ 2:42am
Zes Oct 12, 2021 @ 4:10am 
Originally posted by Bored Peon:
If people would use modav instead of setav it would be less of a problem.

"Do not use the modav ca_affinity command, as it messes up the gain/loss multipliers, which will cause the game to incorrectly change the character's affinity values in the future and will stop all future romance options. This effect also persists on saves and is irreversible without modifying the save file."

https://fallout.fandom.com/wiki/Affinity
Bored Peon Oct 12, 2021 @ 5:18am 
Originally posted by Zes:
Originally posted by Bored Peon:
If people would use modav instead of setav it would be less of a problem.

"Do not use the modav ca_affinity command, as it messes up the gain/loss multipliers, which will cause the game to incorrectly change the character's affinity values in the future and will stop all future romance options. This effect also persists on saves and is irreversible without modifying the save file."

https://fallout.fandom.com/wiki/Affinity
That aint how modav works. It does not change all future gains permanently. It gives a one time gain. If modav truly worked that way then it could not be used a wide variety of game scripts with values that constantly change.

Force.av is the one to never use because it sets an AV and does not allow any changes except by console.

https://fallout.fandom.com/wiki/Fallout_4_console_commands
Force a value.
Note: It is recommended to use ModAV instead of ForceAV, especially if you want to revert the change later. ForceAV overrides the automatic calculation of actor values, and nothing will affect that actor value again aside from another ForceAV or a ModAV

Modify a value
player.ModValue <character variable> or player.modav <character variable> <amount> – Modify an actor value. S.P.E.C.I.A.L. set using "modav" will change in the Pip Boy but will not affect the Perk chart - use "setav" for this instead. The value will max out at its normal maximum value. A negative number lowers the variable.
Example player.modav experience <amount>
Note: This will provide you with however much experience you enter as the amount. You will receive all levels gained after one level bar fills allowing for perk points to be spent. However, you'll need to allow the bar to fill out all the experience gained; if you enter a second amount before the first is done you'll have to wait for the first amount to finish. Therefore, using this command with too high a number at once (such as exceeding 400,000), is not advisable. You can, however, save and load your game in order to skip the wait.
Note: Modding experience into negative values has a variety of consequences depending on the size of the value change. These can be achieved by adding "-" before them, e.g. "player.modav experience -1000" will subtract experience by that amount, this can push the experience value into the negative. Negative experience values can be restored to positive values by applying a positive mod value, or by earning experience normally. The Player level can also be locked by applying a negative modifier to experience, however, this is irreversible and requires an integer of -3.4e37 - a 39 digit negative number beginning with as little as 34. This breaks the experience value, and will display with a value of "-1.j" in the console and "NaN" in the Pipboy.

So basically the wiki is contradicting itself in two spots. Which is more likely?
1. Someone wrote how to use the command wrong.
2. Someone made an obscure entry that was never fact checked.
Last edited by Bored Peon; Oct 12, 2021 @ 5:29am
Jouchebag Oct 12, 2021 @ 7:03am 
Actually BP, I can say from personal experience that modav ca_affinity can cause your affinity gains to break--just like the wiki said. In this case, setav is the safer command. setav has never caused problems with my affinity gain while modav absolutely has. And I don't "letigtimately" level any companions affinity. I want their perks and I want to be left alone. :sans:

There ARE OTHER VARIABLES that modav is better for. Like experience. But for changing affinity you should not use modav.

And probably should never use forceav for anything.
Last edited by Jouchebag; Oct 12, 2021 @ 7:08am
Bored Peon Oct 12, 2021 @ 8:31am 
Originally posted by Jouchebag:
Actually BP, I can say from personal experience that modav ca_affinity can cause your affinity gains to break--just like the wiki said. In this case, setav is the safer command. setav has never caused problems with my affinity gain while modav absolutely has. And I don't "letigtimately" level any companions affinity. I want their perks and I want to be left alone. :sans:

There ARE OTHER VARIABLES that modav is better for. Like experience. But for changing affinity you should not use modav.

And probably should never use forceav for anything.
I find it completely strange it can not be used on that variable.

I was going to go test it out and see for myself. However since the info came from someone reliable rather than an wiki entry (which are not fact checked) I can go with it. I might still do it someday just to see how it interacts.
Jouchebag Oct 12, 2021 @ 12:09pm 
It was a mistake I made in my very first FO4 run. I used modav on Preston and Cods and before I knew it they were gaining or losing dozens or hundreds of affinity points at a time and their affinity convos never started. I switched to setav (249, 499, 749, 999) for the rest of the companions without any issues ever again.
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Date Posted: Oct 11, 2021 @ 11:25pm
Posts: 15