Fallout 4

Fallout 4

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dorastrix Nov 14, 2015 @ 9:28am
Companions Walking Away
My companions hate me or something :P

When I try to get a companion to join me me they simply walk away. This started when I tried to switch from Dogmeat to Nick on a certain quest to the south-west.

I think it's a bug with or affecting all the companions. They won't follow me, They respond as affirmative but then immediately start walking away elsewhere. I seem to be able to do everything with them as if they are a companion (as long as I chase them down to interact with them).

None of the ones I have access to currently seem to work: Nick, Codsworth, Dogmeat, Preston, Piper.

Using the console I can 'enable', 'disable', and 'resurrect' them without problems. (I didn't want to reset their quests). I found that Using 'tai' will 'freeze' them allowing you to more easily interact with them through dialogue. 'moveto player' seems to work for some but not all of the companions.

Occasionally I'll hear dialogue from (what appears to be) an invisble companion.

The AI is obviously doing something, I feel it's almost like they think I have a different companion and they're trying to walk home.

I've told them all to go to Sancuary for now, and I see them wandering around. (Except Nick is currently missing and I can't 'moveto player' him - I don't think I have a quest active with him 'supposed' to be somewhere else).
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Showing 1-12 of 12 comments
TheNoitaerc Nov 20, 2015 @ 2:42pm 
Same thing is happening to me, hopefully it has been fixed for you but the only difference is that the same thing is happening to me but on ps4...However I decided to follow codsworth who was at my red rocket settlement...and he went all the way to the airport where the brotherhood of steal airship was. On top of that Nick went missing for me after I told him to follow me, but as we got to the outskirts of the airport, nick was walking towards us from the airport. So it seems for me at least that all my companions want to take a walk to the airport.


However they still never come with me even after I go all the way there with them.

Anyways just wanted to see if I could figure out the reason and maybe we both did something similar that caused it so...

I destroyed the brotherhood airship for the institute, after it was destroyed and i was teleported across the water to watch it crash i ran back over there while in my power suit and started to get burnt by the flames from it....then while i was being burnt by the wreckage I fast travelled to the institute.

That is generally the events that lead up to it, i then finished the main story and went to my companions to which they decided that they didn't like me but apparently really like the airport and wanted that place as their new follower or soemthing >:/!

Also I did not have any of my companions with me from the point where i first got into the institute till the time when I came out after finishing the rest of their main quests.


Maybe we did something similar there that caused it? :D
SLK Nov 20, 2015 @ 2:46pm 
i dont know if its the same thing you are talking about but bethesda made the companion ai "better" by making them walk around and do whatever they want if you dont move far away from them, it makes them walk right into enemies and give your position away if you are sneaking also... and they also teleport around instead of just walking, so they may be behind you one second then in another room half a second later.
LuKnight Nov 22, 2015 @ 3:51am 
My brother encountered this issue on Xbox One after completing the Show No Mercy quest, companions would not follow him, would walk away mid-conversation and in particular, Paladin Danse had no hit-box and couldn't physically interact with anything.

After travelling back to the Prydwen and seeing Paladin Danse frozen next to the bay that contained the commonly glitching vertibird from the Show No Mercy quest (which you are supposed to get in during the mission but the prompt to get in doesn't always appear and consequently my brother simply fast travelled to Fort Strong), we figured that Paladin Danse assumed he was still on the non-existant vertibird and that all other companions couldn't follow until he had resolved this bizarre pathfinding.

To remedy this, whilst having Danse as an 'active' companion, my brother used the vertibird signals given by Elder Maxson at the completion of Show No Mercy, at which point Danse teleported onto the vertibird and all companions resumed normal following and conversation functions.

Hope this helps.
dorastrix Nov 22, 2015 @ 5:34pm 
That's actually right about when the Companions began acting screwy... I'll give that a shot... Thanks!
dorastrix Nov 24, 2015 @ 3:02pm 
Originally posted by samuelpetersherry:
My brother encountered this issue on Xbox One after completing the Show No Mercy quest, companions would not follow him, would walk away mid-conversation and in particular, Paladin Danse had no hit-box and couldn't physically interact with anything.

After travelling back to the Prydwen and seeing Paladin Danse frozen next to the bay that contained the commonly glitching vertibird from the Show No Mercy quest (which you are supposed to get in during the mission but the prompt to get in doesn't always appear and consequently my brother simply fast travelled to Fort Strong), we figured that Paladin Danse assumed he was still on the non-existant vertibird and that all other companions couldn't follow until he had resolved this bizarre pathfinding.

To remedy this, whilst having Danse as an 'active' companion, my brother used the vertibird signals given by Elder Maxson at the completion of Show No Mercy, at which point Danse teleported onto the vertibird and all companions resumed normal following and conversation functions.

Hope this helps.
That fixed it 100% - Thanks!
LuKnight Nov 24, 2015 @ 3:34pm 
Glad we could help!
spyderfang3000 Mar 23, 2016 @ 1:21pm 
Originally posted by samuelpetersherry:
My brother encountered this issue on Xbox One after completing the Show No Mercy quest, companions would not follow him, would walk away mid-conversation and in particular, Paladin Danse had no hit-box and couldn't physically interact with anything.

After travelling back to the Prydwen and seeing Paladin Danse frozen next to the bay that contained the commonly glitching vertibird from the Show No Mercy quest (which you are supposed to get in during the mission but the prompt to get in doesn't always appear and consequently my brother simply fast travelled to Fort Strong), we figured that Paladin Danse assumed he was still on the non-existant vertibird and that all other companions couldn't follow until he had resolved this bizarre pathfinding.

To remedy this, whilst having Danse as an 'active' companion, my brother used the vertibird signals given by Elder Maxson at the completion of Show No Mercy, at which point Danse teleported onto the vertibird and all companions resumed normal following and conversation functions.

Hope this helps.
what if you destroyed the brother hood
kelmenwong Mar 23, 2016 @ 1:22pm 
use the bell
spyderfang3000 Mar 24, 2016 @ 11:03am 
Originally posted by kelmenwong:
use the bell
what is the bell im kinda a noob to fallout
Quron Jan 22, 2017 @ 10:49am 
Hi there,

I used to have the issue that my companions kept walking away to a particular location on the main map, and kept going there. (some area underwater near the center of the map). My companions kept being unavailable, and only thru following them, or having them search by the vault computer I discovered where they went. At first I thought it was due to the Nuka Cola addon, and I kept trying to reset their destination by reentering the transit towards it. Without success.

However, after reading several responses here and on other sites, I recalled using a Vertibird in that area and thought perhaps something didn't go right when exiting with a companion. I rarely use a Vertibird for transit, but gave it a try. After boarding it, setting a nearby destination and unboarding it, my companion was acting properly again.

My best guess in situations with a companion going rogue is redoing a manner of transit, like the Vertibird, to reset their destination somehow.

Hopefully this has the same result with you as it did with me.
death1996 Jan 23, 2017 @ 6:59am 
I sent Codsworth home. Santaury after getting ad a and he went South west getting banged up and had fight horde of enemies to save his but
Vodor Jul 22, 2017 @ 12:59pm 
Originally posted by samuelpetersherry:
My brother encountered this issue on Xbox One after completing the Show No Mercy quest, companions would not follow him, would walk away mid-conversation and in particular, Paladin Danse had no hit-box and couldn't physically interact with anything.

After travelling back to the Prydwen and seeing Paladin Danse frozen next to the bay that contained the commonly glitching vertibird from the Show No Mercy quest (which you are supposed to get in during the mission but the prompt to get in doesn't always appear and consequently my brother simply fast travelled to Fort Strong), we figured that Paladin Danse assumed he was still on the non-existant vertibird and that all other companions couldn't follow until he had resolved this bizarre pathfinding.

To remedy this, whilst having Danse as an 'active' companion, my brother used the vertibird signals given by Elder Maxson at the completion of Show No Mercy, at which point Danse teleported onto the vertibird and all companions resumed normal following and conversation functions.

Hope this helps.


Perfect thanks!

It said I completed "board the vertibird' - I think I skipped that part when doing Fort Strong. All my companions were going to the prydwen and waiting for the vertibird which didnt exist there anymore.
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Date Posted: Nov 14, 2015 @ 9:28am
Posts: 12