Fallout 4

Fallout 4

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ICE FOX Jan 1, 2016 @ 1:10pm
changeing affinity with commands doesn't seem to work.
I have used "getav CA_affinity" command and the "setav CA_affinity" command and then tried doing something my companion likes to tricker the next peice of diologe but it never seems to work right. I even downloaded "No Negative Affinity and No Affinity Cooldown" mod because I thought the cooldowns might be preventing me from moveing onto the new diolog right away, but I still can't get it to work right. Has anyone else found a solution to this problem.

Just to recap what I'm trying to do in find away to move onto the next peace of diolg right away so that I can hear the story's of all my companions and get there perks.

I'm useing handcock and a test case. his affinity was a 265, I bump it to 500 and have a drug (he likes) we have his conversation. I then bump him to 750 and take some more drugs (he likes) but this time no conversation. It seems that the second time I try to move up a conversation things just stop working.

after some more testing I thing I'v figured out the basic problem it seems to be the trigger that you use to start the conversation. The No Affinity Cooldown does not seem to work properly after you tricker a conversation useing something your companion likes you have to wait a while before you can trigger them again. This is ♥♥♥♥ing rediculous why wouldn't the developer see this as a problem.
Last edited by ICE FOX; Jan 1, 2016 @ 1:42pm
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Showing 1-9 of 9 comments
Fried Noodles Jan 1, 2016 @ 1:46pm 
It works.
I did this with Strong and Mr. SRB man.
It would seem you're not doing it right.

The developer doesn't see this as a problem regardless.
They've stated that they do not support the usage of the console.
http://www.gamespot.com/articles/bethesda-warns-against-using-fallout-4-pc-console-/1100-6432513/
And you're using mods on top of this. How is this problem in any way related to the developer?
Last edited by Fried Noodles; Jan 1, 2016 @ 1:49pm
Vardis Jan 1, 2016 @ 1:58pm 
It's not ridiculous. The console isn't exactly a fully supported feature. If you're using it and something goes wrong with how you're using, you're on your own, at least as far as they're concerned.
VirtualVictory Jan 1, 2016 @ 2:03pm 
They should take the console seriously. Not a day goes by where I don't spawn items from the world in to decorate my settlements with, spawn in duplicate npcs and modify their appearance with showlooksmenu or use it to complete a quest in a peaceful way with nobody dying.

One thing I'll say: Never restart. You break something, there's a great chance you can fix it. Just never use "MarkForDelete" unless you know what you're doing.
Last edited by VirtualVictory; Jan 1, 2016 @ 2:05pm
ICE FOX Jan 1, 2016 @ 2:45pm 
Originally posted by Dolphin Kind:
It works.
I did this with Strong and Mr. SRB man.
It would seem you're not doing it right.

The developer doesn't see this as a problem regardless.
They've stated that they do not support the usage of the console.
http://www.gamespot.com/articles/bethesda-warns-against-using-fallout-4-pc-console-/1100-6432513/
And you're using mods on top of this. How is this problem in any way related to the developer?

Are you sure it works according to my tests setting the affinity should work fine but the cooldown protection they put in place prevents you from triggering the next peice of the dialog after one try. To be absolutly clear you can use this once but you can't keep razeing the affinity and triggering there conversations you need to wait 15 min after you trigger the dialog.

As for the developer not seeing this as a problem I don't really care how they see it. As a coder myself and as someone who did a lot of modding with BG2, Skyrim, and fallout 3, this is just bad craftminship. I know why they put in the safegard but it was implemented very poorly you need to make sure it is very compatmentalized otherwise weird stuff like this starts happening. But that's just my two sense.

Also if you check the mod it's supposed to remove the safegard but it appears to not have any effect. :(
Last edited by ICE FOX; Jan 1, 2016 @ 2:47pm
Originally posted by F.O.X.:
Originally posted by Dolphin Kind:
It works.
I did this with Strong and Mr. SRB man.
It would seem you're not doing it right.

The developer doesn't see this as a problem regardless.
They've stated that they do not support the usage of the console.
http://www.gamespot.com/articles/bethesda-warns-against-using-fallout-4-pc-console-/1100-6432513/
And you're using mods on top of this. How is this problem in any way related to the developer?

Are you sure it works according to my tests setting the affinity should work fine but the cooldown protection they put in place prevents you from triggering the next peice of the dialog after one try. To be absolutly clear you can use this once but you can't keep razeing the affinity and triggering there conversations you need to wait 15 min after you trigger the dialog.

As for the developer not seeing this as a problem I don't really care how they see it. As a coder myself and as someone who did a lot of modding with BG2, Skyrim, and fallout 3, this is just bad craftminship. Putting in a safegard is ok but you need to make sure it is very compatmentalized otherwise weird stuff like this starts happening. But that's just my two sense.

A. It works, it worked for me and I've gone through 4 play-throughs of bug-hunting, ca_affinity has never cross my mind as remotely botched.

You must select the right npc, then either setav or modav CA_AFFINITY. Then you need to trigger an affinity changing event in-game, meaning doing something the companion hates or likes. Then the game will update the companion's dialogues to allow for the next conversation.

B. As a computer engineer myself, I don't see how a debugging menu coders wrote for their programs that's not intended for consumers require any safeguard -- if I'm testing an edge case and I want to see what event causes an error of sorts, I'd hope I wrote the debugging menu to allow for this.
Last edited by Sigmar's Faithful; Jan 1, 2016 @ 2:51pm
ICE FOX Jan 1, 2016 @ 3:02pm 
Originally posted by Sigmar's Faithful:
Originally posted by F.O.X.:

Are you sure it works according to my tests setting the affinity should work fine but the cooldown protection they put in place prevents you from triggering the next peice of the dialog after one try. To be absolutly clear you can use this once but you can't keep razeing the affinity and triggering there conversations you need to wait 15 min after you trigger the dialog.

As for the developer not seeing this as a problem I don't really care how they see it. As a coder myself and as someone who did a lot of modding with BG2, Skyrim, and fallout 3, this is just bad craftminship. Putting in a safegard is ok but you need to make sure it is very compatmentalized otherwise weird stuff like this starts happening. But that's just my two sense.

A. It works, it worked for me and I've gone through 4 play-throughs of bug-hunting, ca_affinity has never cross my mind as remotely botched.

You must select the right npc, then either setav or modav CA_AFFINITY. Then you need to trigger an affinity changing event in-game, meaning doing something the companion hates or likes. Then the game will update the companion's dialogues to allow for the next conversation.

B. As a computer engineer myself, I don't see how a debugging menu coders wrote for their programs that's not intended for consumers require any safeguard -- if I'm testing an edge case and I want to see what event causes an error of sorts, I'd hope I wrote the debugging menu to allow for this.

B. look I'm not going to argue about this. I still think it was a oversight but It's not important.

A. So lets be clear on the goal. useing hancock as an example I want to be able to "setav CA_AFFINITY" and then take some drugs which will trigger his conversation. I want to be able to do that again and again still I reach the end of his dialog tree were he is eather 1000 or 1100 depending on if I romance or not.

Here are my resaults so far.
hancock currently = 265
step 1
1.
"setav CA_affinity" set the affinity to 500 then I take some drugs which Hancock likes. = conversation triggers

step 2
2.
"setav CA_affinity" set affinity to 750 then I take some drugs which Hancock likes. = conversation does not triggers

The reason for this is that there is cooldown when your character likes something in this case (takeing drugs). This was implemented inorder to stop players from maxing out a companions affinity right away. However because setting the affinity doesn't tricker the dialog right away it means that this cooldown is interfearing with this jarryrigged process of getting your companion to like you.

So I guess I shound't be angry at the guy that developed the cooldown system. I should be angry at the guy that added the extra veriable that said the dialog had to be triggered by a like event rather then just setting it to trigger at 250,500,750,1000. Like anyone else would have done.
Last edited by ICE FOX; Jan 1, 2016 @ 3:12pm
Originally posted by F.O.X.:
B. look I'm not going to argue about this. I still think it was a oversight but It's not important.

A. So lets be clear on the goal. useing hancock as an example I want to be able to "setav CA_AFFINITY" and then take some drugs which will trigger his conversation. I want to be able to do that again and again still I reach the end of his dialog tree were he is eather 1000 or 1100 depending on if I romance or not.

Here are my resaults so far.
hancock currently = 265
step 1
1.
"setav CA_affinity" set the affinity to 500 then I take some drugs which Hancock likes. = conversation triggers

step 2
2.
"setav CA_affinity" set affinity to 750 then I take some drugs which Hancock likes. = conversation does not triggers

The reason for this is that there is cooldown when your character likes something in this case (takeing drugs). This was implemented inorder to stop players from maxing out a companions affinity right away. However because setting the affinity doesn't tricker the dialog right away it means that this cooldown is interfearing with this jarryrigged process of getting your companion to like you.

So I guess I shound't be angry at the guy that developed the cooldown system. I should be angry at the guy that added the extra veriable that said the dialog had to be triggered by a like event rather then just setting it to trigger at 250,500,750,1000. Like anyone else would have done.

The cool down for doing certain actions does exist, but you can do other things to trigger the affinity event. The cool down is not shared among different events.

For example, when I start a new game try to increase affinity, I had planned my moves so that for each companion I have a series of things to do to accelerate the process.

i.e.: I set Hancock to 250, take mentat, finish talking, then I immediately set affinity to 500 and go to Dassie, or whatever the Ghoul vendor's name is, talk to her about being a ghoul, be nice etc. etc., instantly trigger another affinity event. I then go to Hotel Rexford, talk to Vault-tec Rep, be nice and invite to Sanctuary, instant affinity event.

Then I go to Mccready, do the thing for one of the guys in Hotel Rexford, ask for more money, now go do his personal quest, come back, take hancock and take drug again. Done. And everything in Good Neighbor is good for McCready because I can ask for money and he likes the action.

The cool down is there for a reason: so the obvious act to repeating the same easily doable action cannot be abused to make certain companions easy to please.
Last edited by Sigmar's Faithful; Jan 1, 2016 @ 5:01pm
Fried Noodles Jan 1, 2016 @ 5:15pm 
Originally posted by Sigmar's Faithful:
Originally posted by F.O.X.:
B. look I'm not going to argue about this. I still think it was a oversight but It's not important.

A. So lets be clear on the goal. useing hancock as an example I want to be able to "setav CA_AFFINITY" and then take some drugs which will trigger his conversation. I want to be able to do that again and again still I reach the end of his dialog tree were he is eather 1000 or 1100 depending on if I romance or not.

Here are my resaults so far.
hancock currently = 265
step 1
1.
"setav CA_affinity" set the affinity to 500 then I take some drugs which Hancock likes. = conversation triggers

step 2
2.
"setav CA_affinity" set affinity to 750 then I take some drugs which Hancock likes. = conversation does not triggers

The reason for this is that there is cooldown when your character likes something in this case (takeing drugs). This was implemented inorder to stop players from maxing out a companions affinity right away. However because setting the affinity doesn't tricker the dialog right away it means that this cooldown is interfearing with this jarryrigged process of getting your companion to like you.

So I guess I shound't be angry at the guy that developed the cooldown system. I should be angry at the guy that added the extra veriable that said the dialog had to be triggered by a like event rather then just setting it to trigger at 250,500,750,1000. Like anyone else would have done.

The cool down for doing certain actions does exist, but you can do other things to trigger the affinity event. The cool down is not shared among different events.

For example, when I start a new game try to increase affinity, I had planned my moves so that for each companion I have a series of things to do to accelerate the process.

i.e.: I set Hancock to 250, take mentat, finish talking, then I immediately set affinity to 500 and go to Dassie, or whatever the Ghoul vendor's name is, talk to her about being a ghoul, be nice etc. etc., instantly trigger another affinity event. I then go to Hotel Rexford, talk to Vault-tec Rep, be nice and invite to Sanctuary, instant affinity event.

Then I go to Mccready, do the thing for one of the guys in Hotel Rexford, ask for more money, now go do his personal quest, come back, take hancock and take drug again. Done. And everything in Good Neighbor is good for McCready because I can ask for money and he likes the action.

The cool down is there for a reason: so the obvious act to repeating the same easily doable action cannot be abused to make certain companions easy to please.

Quick Saving / Quick Loading instantly resets the cooldown.
Mentat -> Quicksave/Quickload -> Mentat -> Quicksave/Quickload -> Repeat 20x FTW.
Razorblade Jan 26, 2016 @ 5:12pm 
Haudi everyone, even though I seem to be rather late to join this discussion but I had tried this to with Hancock to get his 750 Affinity talk, heck I did so with various attempts for awhile don't ask how long.

To cut a long story short, I got impatient so skipped the 750 and changed it straight to 1000.

One Quicksave, Quickload, just to be save, and doing something he likes later boom last talk and Romance check.

So don't get a talk at one of those points try skipping it.

Hope this helps.

Oh and before I forget The 250, 500, 750 and 1000 worked without problems with Piper, Cait, Codsworth and Preston, so it should work with the others to which I haven't mentioned.

With Danse I did the 250, 500 and 750 checks so far no probs, haven't done much BoS quests.
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Date Posted: Jan 1, 2016 @ 1:10pm
Posts: 9