Fallout 4

Fallout 4

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shanemac Aug 22, 2024 @ 2:27am
Turn off companion collision
Im seriously about to drop this game about 160 hrs into my first run. Im playing a somewhat sneaky sniper lone wanderer build with the dog as a mule. My strength is low so sacrificing the dog would suck as my carry weight is low. All I want is a mod that will turn off collisions with the stupid ♥♥♥♥♥♥♥ mutt. Ive been scouring and havent found a single mod that works. I cant ♥♥♥♥♥♥♥ believe that out of all the current players in this game absolutely nobody is using such a mod. Im at the end of my tether, after 160hrs. What about the people who put in 1000s of hours? Yall just put up with that ♥♥♥♥? Or should I just pump stats into strength and ♥♥♥♥ the dog off? Id rather not do that as it goes against my character build. Any advice appreciated
Originally posted by Löthar Storm:
https://www.nexusmods.com/fallout4/mods/25699?tab=files

Miscellaneous files
RemoveActorsCollision -
Remove living and dead actors collision. ESL-file. It does not need localization, there are no installation requirements.

RemoveActorsCollision.esl (644 B)

and that's all the more that was needed for me to walk through Dogmeat as if I were a ghost
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Showing 1-15 of 22 comments
Chesty La'Rou Aug 22, 2024 @ 2:33am 
Personally I get what you are saying. I kind of have just grown used to pathing with AI in RPG games.

The one thing I can say that is sort of annoying about the way it works in Fallout 4, I noticed that the companions will want to "complete" their paths sometimes before they will "allow" you to push or nudge them out of the way.

There also is basically no level limit either so theoretically you can max out everything perkwise anyways if you wanna drop some points into strength. There are lots of armor items that add to it too, food and drink items add temporarily to strength or carry weight.

I dunno....kind of one of those things with AI companions in games where they don't necessarily move like a human would and you kindda gotta live with it a little bit.
shanemac Aug 22, 2024 @ 2:43am 
In real life I could just kick the ♥♥♥♥♥♥♥ dog, but dogs in real life are not that stupid, or that ♥♥♥♥♥♥♥ heavy. If my dog walks in my path in real life I just keep walking and brush past him. Hes not gonna stop me dead in my tracks in a doorway of a burning room. I did mention Im 160 hrs into the game so I know how the armor and food works, Ive got a couple of armor pieces giving me plus 1 strength and I love me some grilled radstag but thats not the issue. Its the ♥♥♥♥♥♥♥ dog constantly in my path. Being a dog owner and lover irl, I have 2 Rotties, I love having the dog in the game so dont want to let him go, but ♥♥♥♥ it man there must be some current mods to fix this. Some folk in another thread posted mods for kicking etc but thats not a fix. I found some out-dated no collision mods that I cant get to work
Joe Coffee Aug 22, 2024 @ 2:50am 
Originally posted by shanemac:
Im seriously about to drop this game about 160 hrs into my first run. Im playing a somewhat sneaky sniper lone wanderer build with the dog as a mule. My strength is low so sacrificing the dog would suck as my carry weight is low. All I want is a mod that will turn off collisions with the stupid ♥♥♥♥♥♥♥ mutt. Ive been scouring and havent found a single mod that works. I cant ♥♥♥♥♥♥♥ believe that out of all the current players in this game absolutely nobody is using such a mod. Im at the end of my tether, after 160hrs. What about the people who put in 1000s of hours? Yall just put up with that ♥♥♥♥? Or should I just pump stats into strength and ♥♥♥♥ the dog off? Id rather not do that as it goes against my character build. Any advice appreciated

Hint: don't take Dogmeat, or have him stay at a spot and only use him when you need to.

The concept of a real sniper team (one spotter, one sniper) doesn't work in FO4 as it does in the real world. You're only triggering yourself because you don't know how the game works. Dogmeat isn't a spotter, nor any of your companions. If you're going as a kill team, then it's different, but don't expect stealth to work when bots are on the team.
Last edited by Joe Coffee; Aug 22, 2024 @ 2:51am
Zekiran Aug 22, 2024 @ 2:55am 
I've got quite some thousands of hours in the game and while this does happen, it ceased to bother me too much.

That said: I only take Nick with me to Far Harbor, and perhaps do a few other things if I'm really wanting to get some bonuses. Otherwise I just leave those companions all at home.

That doesn't mean that the settlers I have don't also get in my way constantly.

There's CDante's mod, but it does seem to have some issues post-Update?

https://www.nexusmods.com/fallout4/mods/20353?tab=description
In every new run I only use D/meat probably for the first hour or two, then he goes in his little doghouse in Sanct and stays there for the duration of my run. I replace him very early on with Piper or Cait, who will also run into your field of fire all the time, but you quickly learn how to mitigate that. They also tend to stand in doorways and such, but not as irritatingly regular as the damn dog does.
shanemac Aug 22, 2024 @ 3:10am 
Originally posted by Zekiran:
There's CDante's mod, but it does seem to have some issues post-Update?

Thanks I've tried this previously but it doesn't work. Annoying thing is that there are some no collision mods pre update that I can't get to work now. Also found some distance management mods for companions that do nothing to help.
shanemac Aug 22, 2024 @ 3:13am 
Originally posted by Joe Coffee:
Originally posted by shanemac:
Im seriously about to drop this game about 160 hrs into my first run. Im playing a somewhat sneaky sniper lone wanderer build with the dog as a mule. My strength is low so sacrificing the dog would suck as my carry weight is low. All I want is a mod that will turn off collisions with the stupid ♥♥♥♥♥♥♥ mutt. Ive been scouring and havent found a single mod that works. I cant ♥♥♥♥♥♥♥ believe that out of all the current players in this game absolutely nobody is using such a mod. Im at the end of my tether, after 160hrs. What about the people who put in 1000s of hours? Yall just put up with that ♥♥♥♥? Or should I just pump stats into strength and ♥♥♥♥ the dog off? Id rather not do that as it goes against my character build. Any advice appreciated

Hint: don't take Dogmeat, or have him stay at a spot and only use him when you need to.

The concept of a real sniper team (one spotter, one sniper) doesn't work in FO4 as it does in the real world. You're only triggering yourself because you don't know how the game works. Dogmeat isn't a spotter, nor any of your companions. If you're going as a kill team, then it's different, but don't expect stealth to work when bots are on the team.

I've been using him as a mule for my low strength strength sniper build, not as a spotter. So leaving him behind will leave me running forward and back to base with supplies a lot more than I'd like.
The author of this thread has indicated that this post answers the original topic.
Löthar Storm (Banned) Aug 22, 2024 @ 4:10am 
https://www.nexusmods.com/fallout4/mods/25699?tab=files

Miscellaneous files
RemoveActorsCollision -
Remove living and dead actors collision. ESL-file. It does not need localization, there are no installation requirements.

RemoveActorsCollision.esl (644 B)

and that's all the more that was needed for me to walk through Dogmeat as if I were a ghost
shanemac Aug 22, 2024 @ 4:27am 
Originally posted by Cadaver Synod:
https://www.nexusmods.com/fallout4/mods/25699?tab=files

Miscellaneous files
RemoveActorsCollision -
Remove living and dead actors collision. ESL-file. It does not need localization, there are no installation requirements.

RemoveActorsCollision.esl (644 B)

and that's all the more that was needed for me to walk through Dogmeat as if I were a ghost

Thanks man, This is what Im after but can you tell me where I need to place the file as I still cant get it to work
Löthar Storm (Banned) Aug 22, 2024 @ 4:35am 
I just threw it in with the rest of the esp esl esm mod files. Installed it with MO2 on my end, though results should be typical. maybe you need to extract the file first in your case?
shanemac Aug 22, 2024 @ 4:39am 
Originally posted by Cadaver Synod:
I just threw it in with the rest of the esp esl esm mod files. Installed it with MO2 on my end, though results should be typical. maybe you need to extract the file first in your case?
Yeah Ive done all that, no dice
Löthar Storm (Banned) Aug 22, 2024 @ 4:41am 
I also had it loading dead last, so if that ain't it I've no idea. good luck to you.
shanemac Aug 22, 2024 @ 4:43am 
Ive never used any mod installer tools, just installing manually and a handful of weapon mods and ambience mods from the main menu. All in all about 20 mods with no issues til now. I cant get any of these collision mods to work
shanemac Aug 22, 2024 @ 4:43am 
Originally posted by Cadaver Synod:
I also had it loading dead last, so if that ain't it I've no idea. good luck to you.

Thanks bud
worm_master Aug 22, 2024 @ 5:03am 
Since u been answered, i will point out, that is standard behaviour for Bugsoft games NPC's FO:NV FO3 Oblivion, Skyrim, all had the same annoying flaw.
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Date Posted: Aug 22, 2024 @ 2:27am
Posts: 22