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Dogmeat always in the way


SoDak1953

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It strikes me as odd that given Bethesda designs allow for only ONE Companion at a time (plus a dog, plus one mech or pack animal), PLUS the AI obviously knows where the front of the player character is (it's their go-to placement), why, why, why can't the go-to placement be to one side or the other?

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@ CaptainPatch: is it really one companion + a dog? I was under the very strong impression that it is one companion, period. Whenever I ask another NPC to follow me, Dogmeat gets immediately dismissed with all my gear without a warning...

 

And yeah, companions constantly blocking doors, stairs or hallways has been there in every Beth's games as soon as they introduced companions. I truly begin to think that they do enjoy giving work to modders.

 

But In Fallout 4, there's something new: they now stand in front of you when you want to attack AND behind you when you need to retreat PLUS they're always very eager to trigger all the traps they can find!.. It's like bringing a wild puppy with you in a minefield!..

 

I had a good laugh last night though when I suddenly felt like I was floating in mid-air and thought I had toggled collision by mistake only to realize I was actually standing on Dogmeat's back and that had somehow tethered my PC to every Dogmeat's move :laugh:. I had to quit and reload to get out of it.

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Yeah the follower distance thing is sorely missing from this game. This is also the first time I've played any of these games with a follower, and I actually like Dogmeat for the most part and kinda feel like I'd miss him if I sent him home but yeah he reeeeeeally does get in the way quite a bit. I'm sure a mod will come around eventually.

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@ CaptainPatch: is it really one companion + a dog? I was under the very strong impression that it is one companion, period. Whenever I ask another NPC to follow me, Dogmeat gets immediately dismissed with all my gear without a warning...

 

FO4 is the first Beth game where they deviated from the one Companion + pet + servant (dwarven sphere or spider for example). Dogmeat has been fully elevated to full-blown Companion rather than just a pet. I can't remember precisely, but the Dogmeat in FO3 was, I think, a +1 like Meeko in Skyrim.

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It feels like Bethesda's follower management gets worse with every new game. New Vegas was miles better with the companion wheel, probably because it wasn't created by Bethesda. They do generally seem to be annoyingly all in your face in interiors and tight corridors. Remember Half-Life 2? Followers immediately got out your way. No bumping them or hitting a "back up" thing or talking to them. If they were in your way, they moved. Immediately. A 10-year-old game does it better.

 

I remember in New Vegas I'd get so fracked off at them that I'd have to stop playing for an hour while my temper boiled off so I wouldn't go on a murder spree at the nearest post office. I've always had the feeling Obsidian specifically designed the AI packages to make them get directly in front of you when in combat, because they go to such lengths to get there and put so much effort to stay there, and that Sawyer and Avellone were personally giving you the finger/troll face with that one perk that reduces damage you do to followers. I actually thought Boone was bugged and his weapons were vanishing until I realized I was shooting the rifles out of his hand because he was constantly getting in front of me while I was sniping.

 

To be fair though, it does seem like they are better now about not standing immobile in doorways you're trying to get through. I have mods I use for every previous Bethesda game specifically for that one situation. I made my own for Oblivion and New Vegas and it was the main reason I ever used Fus Ro Dah in Skyrim.

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