dagincourt88 Posted March 8, 2016 Share Posted March 8, 2016 Just, don't let companions teleport! If I tell a companion to hide behind a rock, they should stay there for 24 hours, no matter where I go. It's fine if they magically reappear next to me 24 hours later. But please, please make those companions stop teleporting when I move from cell to cell. Link to comment Share on other sites More sharing options...
JayRebirth Posted July 7, 2022 Share Posted July 7, 2022 I hate how they teleport from 20 meters in front of me to behind me every time I draw a weapon Link to comment Share on other sites More sharing options...
Dreadshow Posted July 7, 2022 Share Posted July 7, 2022 Liga of my companions has a few options which sets companion to no longuer follow you. I usually use Relax, Stay and and Guard this place. Link to comment Share on other sites More sharing options...
StormWolf01 Posted July 8, 2022 Share Posted July 8, 2022 Amazing Follower Tweaks also makes it so that if you order them to "Stay", they really DO stay. Even if you change cells or fast travel away.If you happen to forget and leave them behind, it even has a function to Follow again remotely, and then they'll catch up to you. I'm afraid that I haven't tried Liga, so I dunno if it's got similar functions or not. The two are not compatible, or would clash, so I've just been sticking with what I know. Link to comment Share on other sites More sharing options...
Dreadshow Posted July 8, 2022 Share Posted July 8, 2022 I found AFT to be unstable and also incompatible with a few companion mods I'm using, like Jenny from Jenny's Revenge. Which is why I switched to Liga. Link to comment Share on other sites More sharing options...
Blinxys Posted July 8, 2022 Share Posted July 8, 2022 A lot of people say this, though it seems untrue IMHO.AFT is pretty stable if you figure out the quirks that come with custom companions and other mods' idiosyncrasies... Which are bound to happen in some form anyway. :yes:Some AFT and/or Companion features are not lab tested or fool-proof...As with all mods it's important to understand at least the gist of what is going on inside the back end (just a wee bit will get you farther along each time).Have been using AFT a long while now without irreconcilable issues that can't be resolved with some patience, understanding and/or in-game tinkering. Only custom companion I really use (after testing dozens) is a heavily modded version of Winter.No distracting repetitive yapping off every ten seconds, no convoluted quests/scripts or ginormous sound files for flavor, commentary, dialogues, etc.(The real source of most instabilities). To the OP ~ console -> select companion setrestained 1 (???) keeps htem from moving at all, set to 0 to release them.But I do get what you are saying, i hate it too, but it is not even an engine limitation the game requires it to keep them from getting stuck in tight places as much as possible.In a way I have come to accept it just considering the alternatives.. :rolleyes: Link to comment Share on other sites More sharing options...
RaidersClamoring Posted July 9, 2022 Share Posted July 9, 2022 In Fallout4.iniUnder [Pathfinding] write bUseCompanionWarping=0 (And remember you did so.) It might also work to move this setting to Fallout4Custom.ini, not sure. Link to comment Share on other sites More sharing options...
Recommended Posts