I don't know, I'm getting rather frustrated with this. A couple of more bugs I found, if you're even going to address them.
-I ask my companion to "wait here>no just stay here" move some distance to get past some traps, then press and hold the companion context key (in my case "G") and then left click on my companion to follow. They follow but if they get stuck somewhere they don't get reset to my location anymore, plus the "Call Companions" spell doesn't work either. Those things only seem to work through menu command "Follow me"
That sounds like the "Follow" scripts aren't being applied but the package is. I'll double-check the way the "Follow" order is being processed.
Not an edit: Yep, the structure for that hadn't been updated when I updated the dialogue, so it's missing a bunch of scripts. That is definitely a bug that warrants an update.
-My companion has master alteration (100) as a major skill, if I"m in sneak mode and hold my "G" key and then lef click on the locked chest , my companion doesn't unlock everytime on first command (via spell). It may be a minor bug but can be a nuisance for me. That command just winds up timing out or something like that and I have to order my companion a second time (again, unlock via spell), or even a third sometimes. Plus there's an erroneous side script put in by bethesda for npcs to comment "You have the hands of a healer" and such. Well it's kind of annoying when I give the order to unlock a chest via spell, and my companion goes into sneak mode, walking up to the chest and then in the middle of it makes one of those comments. Again minor but annoying (just finish the command already).
Your companion may be flagged as locked by another order? Does the chest flash, do you get the text "Unlock order" in the corner of the screen? If they walk over and don't unlock it, it may be that they can't path to a point close enough to the centre of the chest, or that the pathing fails to evaluate properly. What you 'see' as being a chest on a shelf at head height for example is, to an NPC who 'exists' at their feet, equivalent to being about two metres away and too far away for them to reach. A chest's representation ingame isn't located 'where it's mesh is', either- it's located at a single xyz point, which for some meshes may end up being so far inside the mesh that it's impossible to path to where the chest is located, at least when approaching from some angles. An NPC may attempt to path to the chest from an AI path node from which they can't reach it, timeout, head off to a different node, then approach it from a valid direction. Behind the scenes, the whole process is not as simple as it may appear.
I can't order NPCs to not say side comments without turning off all 'fallout behaviour', which includes a lot of important behaviours like interacting with allies, triggering assistance, thievery etc.
-"Behavior>try to be versatile", Well my companion has marksman as a major but not blade. They have a bow with more attack power then their shortsword, yet after the enemy gets to close, my companion switches to blade, no problem but then after that they only seems to stay on blade and don't switch back to the bow again.
That's not hugely down to CSR, combat is handled by combat styles by the engine. If they don't engage an enemy beyond the 'switch' distance then they'll not switch weapons back. NPCs have switch ranged->melee distances and switch melee->ranged distances, they'll typically switch from ranged to melee at a much shorter range than they'll switch from melee to ranged. The switch distances in the CSR combat styles are based off of vanilla values that worked well enough for me, but you will find in general NPCs perform a lot better if their weapon type is specified.
-I don't know if you can help this one but, my companion has restoration, armorer, and alteration all as majors skills. I can use the context key ("G" for me) and left click on my companion to heal and repair themselves, but if they're already full health, then all they do is just repair anymore. They never get around to casting the "expert buff" on themselves that you programmed into this mod.
The script currently issues a call for a repair any time you order at an NPC, and then a call for a buff if they're unbuffed. If you have one NPC providing all your support functions then they'll get the 'call for repair' first and act on it, and be flagged as locked when the 'call for buff' is processed. This issue only arises because manually ordering repairs is conditionless (to allow you to force repairs on lightly-damaged people), support mode won't issue a repair order unless their weapon is damaged. I can fix this by just reordering the checks, I never noticed as I handle party buffs using support mode rather than manually.
-Alltogether I just find the command execution wanting/ slack. If I can get my companion to drop eveything else they're doing in battle and tell them to heal me using the context key, then I'm sure it's possible to get the companion to drop or cancel the first command (if it's not completed yet) and complete the last regardless. Half the time, I find a lot of the commands just time out writch, unfortunately, is just one of those things that just really get under my skin especially if the commands don't get executed during battle when I need them done the most.
I don't allow cancelling commands, as I have no way of telling if you issuing another order is supposed to be "Ignore your current order and do this" or "Another available NPC, do this"- CSR is built around the assumption you have a party of NPCs. That's one of the fundamental things- a lot of your problems are because you're trying to get one NPC to do everything, and functions that are designed to have 2-3 NPCs, each designed as a 'normal' NPC, working in concert are fighting for space on the one very abnormal NPC. For example, a part of the slow response rates is because only one NPC is responding, rather than several who can act whilst another NPC is timing out/processing.
And you may simply be expecting more from the pathfinding than it's capable of, learning the limitations of the AI is key to getting along with companions, particularly when you're trying to get the AI to do unusual and complicated things (for example, a lot of containers are placed under the assumption no NPC will ever activate them. All it was ever designed for was, for the most part, wandering, following the player, and sitting on chairs placed specifically to be accessible.
I suppose you may not address these issues in which case I just might go bother with CM's instead...
Like I care. Please remember I made CSR for me, not as part of a popularity contest.