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Cait is fighting everybody with her bare fists.


OlimarAlpha

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I have been using a handful of mods in Fallout 4, including one that allows me to send companions back to their original location. I used it on a few companions such as Piper, Nick and Hancock because it didn't feel right for them to all be stood around in Sanctuary Hills when they had other commitments.

 

I usually use Cait as my companion and I will occasionally switch her out for somebody else. On one occasion, I decided that I would send her back to the Combat Zone for once. I suppose that she decided to punish me for sending her back there as ever since I have travelled with her since then, she has decided that she only wants to fight with her bare fists.

 

The Fallout wiki states that Cait naturally has both a double-barrel shotgun and a baseball bat in her inventory that cannot be removed. This means one of probably two things:

1) Both of Cait's natural weapons have been removed.

2) The weapons are still there but Cait is convinced that her bare fists will do more damage.

 

I don't really have a save before sending the Combat Zone that isn't from multiple days of play prior. I did make a save afterwards and try sending each and every one of my companions back to their original location to see if the same effect would happen to them, but they all turned out fine.

 

Does anybody know what the issue might be or if there are any viable fixes?

 

In case of any mod overlapping issues, I have listed all of the mods that I am using below:

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Heyas Olimar!

Yeah, the behavior that you're describing suggest that she either doesn't have a melee weapon and a firearm, or she has a firearm that's out of ammo, with no backup weapon.

By vanilla standards, companion's weapons are hidden from view. This mod https://www.nexusmods.com/fallout4/mods/13519? will let you check her inventory and be able to see the hidden weapons there, to see if she has them or not.

If she's got nothing to fight with, you can add a new gun or other weapon to her via the trade menu, and then hit Y for her to equip that item. By vanilla, you will need to give her ammo tho.

https://www.nexusmods.com/fallout4/mods/24233 this mod gives them unlimited ammo, you just need to put enough for a full mag into their inventory. Amongst other really good benefits.

 

Let me know if her items are missing, and I'll whip up a batch file that will add them back to her, if that's what you want to do.

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This mod https://www.nexusmods.com/fallout4/mods/13519? will let you check her inventory and be able to see the hidden weapons there, to see if she has them or not.

Hi, StormWolf.

 

I downloaded that mod and tried it out. As soon as I loaded up my file and pulled out my weapon, Cait immediately pulled out her shotgun. I checked her inventory to find "Cait's double-barrel shotgun" there. I walked around the wasteland for a bit and she shot at enemies, despite having no "Companion shells" in her inventory.

I checked Nick and Piper's inventories to find that they had their companion weapons with no ammo and they both fired their weapons, too. I also checked Hancock's inventory to find both "Hancock's double-barrel shotgun" and "Hancock's combat knife". This means that Cait does not have a baseball bat on her.

I turned off the mod and reloaded from the same save point that I had started previously with and pulled out my weapon, but Cait again only readied her fists.

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Hey again Olimar.

I've actually never seen the companion ammo "in" their inventory. I know that it's listed in their character sheet, but I don't know if it's an actual item in the game. So I'm not gonna think that anything is irregular there.

What is really odd tho, is that she's not "seeing" her own weapon in her inventory, unless it's also obvious to the player.

 

You're sure those are the only mods that you have? Nothing that affects the companions, or their gear?

 

Maybe she's stuck. Try this. Send her to a settlement that you're not at. Wait 48 hours in game. Sleep in a bed twice, if you want it to go by quickly then go pick her up again, and see if it still persists. While you're trying that, I'll make that batch file, and we will see if replacing her stuff works.

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You could also (to make sure) use the console to check her inventory. Open the console, click on her and use the command "showinventory". This will list everything even if it's invisible. If this item is listed as "worn" she has it equiped. Otherwise it is not equiped.

 

Companion weapons have something called "companion ammo" linked to their weapons. Companion ammo is not an item in the game. It's a reference for allowing to shoot the weapon without consuming anything or requiring ammo to do so. The weapons are non-player so you couldn't equip them even if you take them from them with a mod that allows that.

 

If you open weapons in FO4Edit you can see the difference where normal weapons just have a reference for normal ammo like 10mm or 5.56mm ammo, which if equiped require the ammo to be present and as such will be consumed in the process. In this same spot companion weapons have a reference for companion ammo which is handled by the engine as basically "weapon requires no ammo to fire".

Edited by AeonsLegend
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Ok! Whatever the F*** is going on, it's not gonna let me post this!!

 

Here's a link to the directions that I made. It's copied to a text doc that I made before I posted the information.

https://drive.google.com/open?id=1XkCgWS_JZtIHJBZQzMuC2Dv8EFxv41XM

 

This is aggrivating.

 

Anyways, I hope this fixes it.

-Storm

Edited by StormWolf01
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Hi everyone, thanks for adding to the thread and making suggestions. I've been busy over the last few days. I tried out the console command "Showinventory 2" on Cait and I got this result:

 

Showinventory 2

1 - Double-Barrel Shotgun (0005DF30)

1 - Corset (001921D6) - Worn - Outfit ' (00086204)' - LOCKED

---> BAD EDITOR ID (001921D5)

---> BAD EDITOR ID (00199A8A)

 

For comparison's sake, I also tried it out on Hancock, who is working completely fine and I got this result:

 

Showinventory 2

1 - Double-Barrel Shotgun (00062AA4) - Worn:

1 - Knife (0006AA3)

1 - Red Frock Coat (00116806) - Worn - Outfit ' (0010B6C0)' - LOCKED

---> BAD EDITOR ID (00116805)

2 - Shotgun Shell (00245D68)

1 - Tricorn Hat (00116808) - Worn - Outfit ' (0010B6C0)' - LOCKED

---> BAD EDITOR ID (00116807)

1 - Road Leathers (000AF0E2)

---> BAD EDITOR ID (000AF0E1)

 

I noticed that whenever "BAD EDITOR ID" appeared after an item, the ID given was one value before the ID of the item listed. The only acception to this was Cait, who had two BAD EDITOR IDs in a row, with the second one not being related to any of her other.

I looked through some other item IDs that were close to 00199A8A, but the only item that I could find that was close was Toothpaste with an ID of 00199A88, which is two values before rather than one value after.

 

I'll about to try out StormWolf01's fix right now.

Edited by OlimarAlpha
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Olimar- Ok, from what you've posted Cait isn't supplied with a baseball bat, or ammo for the shotgun.

That batch file I made will not supply the ammo that she needs for that gun. I'll take a look in xedit and see if I can find the id number for it, and write a new batch file for you to use.

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