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No Collision Companions


JankyNoClips

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Wouldn't fixing the companion scripting be better? The companion code, crude in earlier Beth games, is out-right broken in this game. In a bad dev company, the UI and script work goes to the worst coders - and at Beth such coders are not recruited on the basis of talent and experience. Which means their work is vastly poorer than in an average AAA game, where it tends to be bad enough.

 

Bad coders are proud to be bad at maths and logic. And companion code needs both. Starfield companions constantly spin, face walls, refuse to follow then race large distances, and can float high in the air when the geometry tracking is 'difficult'. So of course they get in your way.

 

The concept of making a companion 'intangible' happens in some of the best companion code even, where sanity logic opts for this solution when other forms of movement seem inappropriate given the immediate geometry. At Beth, they are more concerned (as at Google) in banning the coding term "sanity" (I really wish I were joking- go check if you don't believe me), than learning to code properly.

 

Sadly Beth tends to hard code a lot of script functions like follower systems, so it can be difficult for early mods to achieve the obvious. There is a mod that allows you to give companions contextual commands- perhaps this will help. A "get out of my way" command where the follower is forced to be no closer than say 10m would feel natural and immersive.

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There is a mod that allows you to give companions contextual commands- perhaps this will help. A "get out of my way" command where the follower is forced to be no closer than say 10m would feel natural and immersive.

 

 

 

 

That would be nice yeah. They feel glued to me sometimes. They need to back up.

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