Fallout 4

Fallout 4

View Stats:
LordStuff Sep 12, 2016 @ 6:22am
How can companions be such a pain in the a**??
They are constantly freaking me out.

Everytime I want to go through a door, they block me.

When I sneak and aim for an initial headshot, the second I decide to take the shot, they run into my sight and eat all the dmg!

When a Legendary enemy decided to charge at me and I want to turn an run, he stands behind me blocking my way, effectively killing me.

I know programming AI is a very difficult thing to do, but wtf!
< >
Showing 31-39 of 39 comments
SpeedFreak1972 Sep 12, 2016 @ 11:33am 
Originally posted by Brandybuck:
Don't use followers then! I rarely use followers in Skyrim for just this reason. I like to play sneaking stealth guys, and followers just interfere with that. And when I play an up-close-and-personal type, they call dodge INTO my sword swings. Screw them!

Not so bad in Fallout where I also tend to play sneaking types. I'm far enough away that they won't charge in, and I can insta-command them to hold position. No more Lydia charges.

well in skyrim they haven't got perks and affinity however in Fallout 4 they have.
casualsailor Sep 12, 2016 @ 12:28pm 
I don't use companions for exactly this type of thing. The last companions I used was Boone in FO:NV because his AI would set him up in a sniper position and keep him out of my way. And he rarely spoke or commented on anything. Plus you got a cool hat.:steamhappy:
LordStuff Sep 12, 2016 @ 1:22pm 
Just take a look at these links will ya?
1: http://steamcommunity.com/sharedfiles/filedetails/?id=762744192
2: http://steamcommunity.com/sharedfiles/filedetails/?id=762744307
3: http://steamcommunity.com/sharedfiles/filedetails/?id=762744255
Dog wasn't in companion mode at that time. It's during the quest where you let him look after Kellogg. I couldn't slip past him, I couldn't give him commands to move away, I couldn't jump over him. I managed to get past only by putting several bullets in his head! I don't get why avoiding this kind of stuff wasn't a much more important topic during development!!

And exactly this happens all the time, though when he's your companion, you can at least command him to move.
Last edited by LordStuff; Sep 12, 2016 @ 1:23pm
ChemicalBacon Sep 12, 2016 @ 3:18pm 
Originally posted by LordStuff:
Just take a look at these links will ya?
1: http://steamcommunity.com/sharedfiles/filedetails/?id=762744192
2: http://steamcommunity.com/sharedfiles/filedetails/?id=762744307
3: http://steamcommunity.com/sharedfiles/filedetails/?id=762744255
Dog wasn't in companion mode at that time. It's during the quest where you let him look after Kellogg. I couldn't slip past him, I couldn't give him commands to move away, I couldn't jump over him. I managed to get past only by putting several bullets in his head! I don't get why avoiding this kind of stuff wasn't a much more important topic during development!!

And exactly this happens all the time, though when he's your companion, you can at least command him to move.
You could just...you know..go up and around.
Plus, standing next to a follower or NPC only makes the situation worse. They track you and normally halt what they are doing.
Last edited by ChemicalBacon; Sep 12, 2016 @ 3:19pm
Simpson3k Sep 12, 2016 @ 3:21pm 
Originally posted by LordStuff:
Just take a look at these links will ya?
1: http://steamcommunity.com/sharedfiles/filedetails/?id=762744192
2: http://steamcommunity.com/sharedfiles/filedetails/?id=762744307
3: http://steamcommunity.com/sharedfiles/filedetails/?id=762744255
Dog wasn't in companion mode at that time. It's during the quest where you let him look after Kellogg. I couldn't slip past him, I couldn't give him commands to move away, I couldn't jump over him. I managed to get past only by putting several bullets in his head! I don't get why avoiding this kind of stuff wasn't a much more important topic during development!!

And exactly this happens all the time, though when he's your companion, you can at least command him to move.

All you had to do was click on the bloody piece of cloth next to him and then talk to dogmeat to keep searching and wait for him to move.
ChemicalBacon Sep 12, 2016 @ 3:25pm 
Originally posted by Simpson3k:
Originally posted by LordStuff:
Just take a look at these links will ya?
1: http://steamcommunity.com/sharedfiles/filedetails/?id=762744192
2: http://steamcommunity.com/sharedfiles/filedetails/?id=762744307
3: http://steamcommunity.com/sharedfiles/filedetails/?id=762744255
Dog wasn't in companion mode at that time. It's during the quest where you let him look after Kellogg. I couldn't slip past him, I couldn't give him commands to move away, I couldn't jump over him. I managed to get past only by putting several bullets in his head! I don't get why avoiding this kind of stuff wasn't a much more important topic during development!!

And exactly this happens all the time, though when he's your companion, you can at least command him to move.

All you had to do was click on the bloody piece of cloth next to him and then talk to dogmeat to keep searching and wait for him to move.
lol, i didn't notice he still hadn't clicked the cloth on the railing
Incunabulum Sep 12, 2016 @ 5:44pm 
Originally posted by DouglasGrave:
Companions aren't any more psychic than real-world people (and you can't give them split-second subtle cues), so they don't know exactly when you'll try to go through a door, fire off a shot, or turn and run.

Oh, they *know*.

Dogmeat is programmed to run in front of you a little way - the others to stay behind you - guided by where your cursor is pointed. Which is why he will SPRINT to stand on top of that stimpack you were just about to pick up from the ground at your feet.

As for doorways - its like they all have edge detection programmed in and are told that in the middle of a doorway is the best place to be and that there's no difference between stepping off the edge of a curb and stepping off the edge of a 30 story high platform.
Incunabulum Sep 12, 2016 @ 5:47pm 
Originally posted by tulle040657:
There are some simple changes that would help. but Bethesda does not seem to think there are issues....

1) Make a new rypw of navmesh that is "you can walk here but not stand here. Use it in and near doorways
2) Have the AI not stand in front of you when you have a weapon out.
3) Have a command that is stay behing me, and it works until cancelled.

A lot of it would be no problem if they used the solutions *they've already developed* for the other games.

Sprinting in Skyrim allows you to push NPCs and companions out of the way - in FO4 the physics is set so that a damn little housecat will stop a power armor charge.

IIRC, companions in Skyrim also recognized when you bumped into them and would move.

What they have improved is that companions will not move to melee *only* directly in front of their target. They'll attack from the sides. In Skyrim, if you - as a ranged attacker - drew aggro then your companion would shift to stay at the enemy's front, who is no directly facing you, and so block your shots.

In FO4, they'll still run up to the front, but if the enemy turns they won't turn with it.
Last edited by Incunabulum; Sep 12, 2016 @ 5:50pm
Originally posted by Simpson3k:
Originally posted by DesertFoxxM:
I got a better one, how about getting a raider right in your cross hairs, just as your about to pull the trigger you see a huge booty humping your scope?

A scream for attention? :>
lol I'm starting to think so lol.
< >
Showing 31-39 of 39 comments
Per page: 1530 50

Date Posted: Sep 12, 2016 @ 6:22am
Posts: 39