SpadesNeil Posted June 29, 2011 Share Posted June 29, 2011 I have a companion mod to get rid of the companion limit, karma checks, etc. However, two out of three of them I find constantly running away like cowards in combat, crouching with their hands over their heads. Clover of course is a crazy b@#$% and charges headlong into combat with a sword. I don't mind. It's Charon and Jericho who run like pussies and cower behind the nearest obstacle. I want this to stop. It's annoying the hell out of me. Any AI improvement mods? I searched 'AI' on the Nexus and came up with a bunch of mods that have *nothing* to do with artificial intelligence. >_> Any help would be appreciated. Link to comment Share on other sites More sharing options...
rickerhk Posted June 30, 2011 Share Posted June 30, 2011 Well if Charon and Jericho are fleeing, then you already have a mod that is changing their AI, because in vanilla, all companions are crazy and never run away. Link to comment Share on other sites More sharing options...
Agnot2006 Posted June 30, 2011 Share Posted June 30, 2011 (edited) They can also run away I found if they have conflicting loyalties i.e they are friendly with 2 or more factions in combat.For instance Using MODs The Player is friendly with Outcasts and Raiders at the same time which are in combat, the companions will run and hide until the fighting is over Edited June 30, 2011 by Agnot2006 Link to comment Share on other sites More sharing options...
SpadesNeil Posted June 30, 2011 Author Share Posted June 30, 2011 Well if Charon and Jericho are fleeing, then you already have a mod that is changing their AI, because in vanilla, all companions are crazy and never run away. Well if Charon and Jericho are fleeing, then you already have a mod that is changing their AI, because in vanilla, all companions are crazy and never run away. I should have no such mod to my knowledge. They started doing it at random it seems. They can also run away I found if they have conflicting loyalties i.e they are friendly with 2 or more factions in combat.For instance Using MODs The Player is friendly with Outcasts and Raiders at the same time which are in combat, the companions will run and hide until the fighting is over Well they're running away from *everything* right now. :| Link to comment Share on other sites More sharing options...
Jeoshua Posted July 2, 2011 Share Posted July 2, 2011 (edited) I thought I was the only one disappointed by the money I had spent on Charon. I have no mods which change their AI, either. Actually I do have a companion mod, which lets me hire anyone at random. And let me tell you. THE WATER BUM is less of a pussy than Charon is. You might be using something which changes flee rates across the board, like FWE. The idea is that NPCs are supposed to flee when their lives are in jeopardy. Only problem is that not all the vanilla companions got the memo, via an update to their Confidence level. Charon is a zombie, and I don't mean that perjoratively as in him being a ghoul. I mean he's basically a slave. His contract states that he has to do what you say, but it doesn't state he has to die for you. You need to somehow mod Charon to have a higher Confidence. Edited July 2, 2011 by Jeoshua Link to comment Share on other sites More sharing options...
rickerhk Posted July 2, 2011 Share Posted July 2, 2011 All you have to do is go to the console and click on the companion, then type:GetAV Confidence <enter> If it's less than 4, then you have a mod that changed it. Period. In the vanilla game, an confidence 4 never flees. There's also a gamesetting and combat styles that can be changed, that can make even a foolhardy (confidence 4) NPC flee. It would be less guesswork if the OP posted a load order. Link to comment Share on other sites More sharing options...
SpadesNeil Posted July 2, 2011 Author Share Posted July 2, 2011 (edited) All you have to do is go to the console and click on the companion, then type:GetAV Confidence <enter> If it's less than 4, then you have a mod that changed it. Period. In the vanilla game, an confidence 4 never flees. There's also a gamesetting and combat styles that can be changed, that can make even a foolhardy (confidence 4) NPC flee. It would be less guesswork if the OP posted a load order. Well I -do- have a good pile of mods. xD But I've reinstalled my game. The pile of mods was even worse before I modded it, and this whole cowardly AI problem began at random. I think it's a glitch because there was one instance in my game where I disbanded my companions to shoot up a place, then teleported them with console commands back to me and recruited them. It may have something to do with the fact that I recruited Clover first. My guess would be that the game lowers the confidence level when I fire an NPC. Then it just got stuck that way. Because I have no mod that should change that. I'll have to test your command in-game though. My load order is thus; Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmEVE.esmApocalypse Armory.esmAdvanced Recon Tech.esmRTS NW.esmStreetLights.esmSpawn-O-Matic.esmCALIBRxMerchant.espFollowersHireContinued-NoChecks.espFellout-pipboylight.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espEVE Operation Anchorage.espEVE.espWeaponModKits.espWeaponModKits - BrokenSteel.espWeaponModKits - Zeta.espWeaponModKits - OperationAnchorage.espWeaponModKits - PointLookout.espWeaponModKits - ThePitt.espApocalypse Armory.espApocalypse Armory - CALIBR.espApocalypse Armory - DLC Enhancements.espApocalypse Armory + WMK.espApocalypse Armory + EVE.esp100REPTraders.espMegajump.espAuto Aim Fix v1.1.espAdvanced Recon Gear.espAdvanced Recon Tech.espSprint Mod.espMyTrophyMuseum.esp2nd Home at Tenpennys [Engl].espFeng Shui.espSD's Wasteland Furniture.espRTS NW - Volume 1st.espRTS NW - Volume 2nd.espRTS NW - Volume 3rd.espRTS NW - Volume 4 Stone.esp Total active plugins: 48Total plugins: 60 Edited July 2, 2011 by Spades_Neil Link to comment Share on other sites More sharing options...
SpadesNeil Posted July 3, 2011 Author Share Posted July 3, 2011 (edited) Ok, I checked the confidence. Why the HELL is it set to 0? This has to be a glitch from me teleporting them around. -_- It wasn't like this before, and I didn't install any mods when it started happening. ForceAV Confidence 4 doesn't seem to be resetting it to what it -should- be either. Edit: AH-HAH! Solution! *blows Jericho's head off, resurrects him, getav confidence = 4.00* Victory is mine. Edited July 3, 2011 by Spades_Neil Link to comment Share on other sites More sharing options...
rickerhk Posted July 3, 2011 Share Posted July 3, 2011 I'm not sure if forceAv works on those stats. I always use SetAV :teehee: Link to comment Share on other sites More sharing options...
SpadesNeil Posted July 3, 2011 Author Share Posted July 3, 2011 I'm not sure if forceAv works on those stats. I always use SetAV :teehee: I tried that too. Oddly it didn't work for the confidence level. Of course, then I just killed my companions while they were following me--and before the game could say, "Companion is dead!" I resurrected them. Their inventories reset, and they have the correct confidence level. Link to comment Share on other sites More sharing options...
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