lndn95 Posted July 17, 2016 Share Posted July 17, 2016 Hi, everyone. I am working on my first mod which is a simple synth companion mod. He is 99% complete, however, there are two issues. One, whenever he is damaged, at least by a melee weapon, he emits electricity that will not go away even after the fighting has ceased. Two, he will attack almost everyone. I took him to Abernathy Farm as a test, and he immediately attacked them. I've tried tweaking things here and there to try and resolve these issues but I haven't been able to yet. Would anyone who has made a companion mod or who has encountered similar issues before have any advice? Thanks! Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 18, 2016 Share Posted July 18, 2016 Well it certainly sounds as though something is wrong with their faction settings. Each character can be either Ally, Friendly, Neutral or Enemy with other particular factions. Since the Synths are generally hostile in game it's not surprising that they may well be set to Enemy or Neutral with some of them as a default. Link to comment Share on other sites More sharing options...
lndn95 Posted July 18, 2016 Author Share Posted July 18, 2016 Well it certainly sounds as though something is wrong with their faction settings. Each character can be either Ally, Friendly, Neutral or Enemy with other particular factions. Since the Synths are generally hostile in game it's not surprising that they may well be set to Enemy or Neutral with some of them as a default.The only faction I have him under now is PlayerFaction. He didn't attack Codsworth in Sanctuary but he attacks almost everyone else. Are there any other factions I should try? Link to comment Share on other sites More sharing options...
lndn95 Posted July 18, 2016 Author Share Posted July 18, 2016 Also, there is an option for him to ignore crimes for non-members of the PlayerFaction, such as trespassing. I'm not sure if checking this would help or not. Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 18, 2016 Share Posted July 18, 2016 Also, there is an option for him to ignore crimes for non-members of the PlayerFaction, such as trespassing. I'm not sure if checking this would help or not. Not really likely to be related to what's going on. Have a look at the AI Data tab for him. Especially either Aggression or the Agro radius behaviour checkbox. It sounds as though he's attacking everyone who isn't in the 'Ally' category which suggests a very high aggression setting. Link to comment Share on other sites More sharing options...
lndn95 Posted July 18, 2016 Author Share Posted July 18, 2016 Also, there is an option for him to ignore crimes for non-members of the PlayerFaction, such as trespassing. I'm not sure if checking this would help or not. Not really likely to be related to what's going on. Have a look at the AI Data tab for him. Especially either Aggression or the Agro radius behaviour checkbox. It sounds as though he's attacking everyone who isn't in the 'Ally' category which suggests a very high aggression setting. I do currently have him set with a very high aggression rating. I did lower the aggression to just aggression earlier but he still did seem to attack. Would setting him to unaggressive possibly solve this? Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 18, 2016 Share Posted July 18, 2016 I do currently have him set with a very high aggression rating. I did lower the aggression to just aggression earlier but he still did seem to attack. Would setting him to unaggressive possibly solve this? Maybe but Codsworth is set to aggressive, so it doesn't sound like a companion needs to be set to unaggressive. I'm sorry I haven't made a companion yet myself so I'm not sure on the exact details. Link to comment Share on other sites More sharing options...
lndn95 Posted July 18, 2016 Author Share Posted July 18, 2016 I do currently have him set with a very high aggression rating. I did lower the aggression to just aggression earlier but he still did seem to attack. Would setting him to unaggressive possibly solve this? Maybe but Codsworth is set to aggressive, so it doesn't sound like a companion needs to be set to unaggressive. I'm sorry I haven't made a companion yet myself so I'm not sure on the exact details. I set him to unaggressive to test it but he's still attacking everyone. I'm not sure what's causing him to do this. I have seen other companion mods that were originally enemy NPCs, so maybe I'm missing something. Link to comment Share on other sites More sharing options...
MasterMagnus Posted July 18, 2016 Share Posted July 18, 2016 (edited) First off, your companion's Race (synth) is an enemy by default. Not impossible to deal with, but keep in mind your going to be counteracting the default state of that actor so to speak. One alternate way to handle it is make the actor Human Race and put a synth 'skin' on it. Change settings to make it more like a synth (even drop synth component on death). Then you won't have to fight with issues like when you dismiss the companion they revert back to a synth and the fights start. When testing, try dismissing your companion in different faction areas and see what happens. Diamond city is an interesting place to try and dismiss a non-human companion. Also keep in mind the caravans and their factions. In particular Trashcan Carla will start fights with actors she doesn't like (for whatever reason), although she is marked as essential. Here are some factions you may want to include for a companion. Faction: Starting Rank:CaravanVendorCarlaFaction 0CurrentCompanionFaction -1DmndGenericNPCFaction 0GenericNPCFaction 0GuardFaction 0HasBeenCompanionFaction -1PotentialCompanionFaction 0WorkshopNPCFaction 0 PlayerFaction ? 0PlayerAllyFaction ? 0 I don't think you actually need PlayerFaction or PlayerAllyFaction, those are added automatically when you use SetCompanion(). But perhaps adding those as well will help issues when dismissing. See if those factions help. Edited July 18, 2016 by MasterMagnus Link to comment Share on other sites More sharing options...
lndn95 Posted July 18, 2016 Author Share Posted July 18, 2016 First off, your companion's Race (synth) is an enemy by default. Not impossible to deal with, but keep in mind your going to be counteracting the default state of that actor so to speak. One alternate way to handle it is make the actor Human Race and put a synth 'skin' on it. Change settings to make it more like a synth (even drop synth component on death). Then you won't have to fight with issues like when you dismiss the companion they revert back to a synth and the fights start. When testing, try dismissing your companion in different faction areas and see what happens. Diamond city is an interesting place to try and dismiss a non-human companion. Also keep in mind the caravan's and their factions. In particular Trashcan Carla will start fights with actors she doesn't like (for whatever reason), although she is marked as essential. Here are some factions you may want to include for a companion. Faction: Starting Rank:CaravanVendorCarlaFaction 0CurrentCompanionFaction -1DmndGenericNPCFaction 0GenericNPCFaction 0GuardFaction 0HasBeenCompanionFaction -1PotentialCompanionFaction 0WorkshopNPCFaction 0 PlayerFaction ? 0PlayerAllyFaction ? 0 I don't think you actually need PlayerFaction or PlayerAllyFaction, those are added automatically when you use SetCompanion(). But perhaps adding those as well will help issues when dismissing. See if those factions help.Thanks for the tips. I'm going to see if I can keep him as a synth. I'll add the factions you listed to see if that helps. He is a Gen 1 synth and I'm sure those weren't meant to be allies to other NPCs by default, but there should be some way I can work around it . Link to comment Share on other sites More sharing options...
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