Will you please stop WALKING INTO ME?!

Post » Mon Jan 18, 2016 3:50 am

Seriously, how difficult is it to add a distance variable to the follower behavior? If I'm looking through a scope while sneaking they keep bumping into me. Every time they lose an enemy the first thing they do is run at the PC and attempt to occupy the same space. How *&#$!!!! difficult is it to add a spacer that says "stay at least X meters away"? Do you have any bloody idea how much sanity would be preserved by this one function. I'm even willing to bet that that variable ALREADY exists within the game. It's just not used all the time. Or something.



Bloody hell. C'MON already!

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Lindsay Dunn
 
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Post » Mon Jan 18, 2016 5:08 am

Relax

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Iain Lamb
 
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Post » Mon Jan 18, 2016 8:38 am

I've put down more companions walking into my line of fire then I can count. :gun: :ahhh:

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Tanya
 
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Post » Mon Jan 18, 2016 4:00 am

I hate the AI. Running into the Scope or moving away while you have conversation xD

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LuBiE LoU
 
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Post » Mon Jan 18, 2016 10:05 am

That's why I don't use them. Extra carrying capacity and debatable battle help be damned!

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Lily
 
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Post » Mon Jan 18, 2016 1:22 am

There was a nice feature in New Vegas where you could 'discuss tactics' with your companion, which included being passive until you kicked off firing and also keeping distance. They should introduce that.

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OTTO
 
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Post » Mon Jan 18, 2016 2:07 am

My companions do that when they've bugged out and lost their sandbox routines for some reasons. I don't know of a fix aside from loading an older save.



Basically, at some point a companion will start following me closely. Rather than wandering around checking out things and doing sandbox behavior at workbenches and the like, they will stand close and face my character ... always just a few feet away. They seem to be otherwise functional, sneaking when I do and whatnot, but they don't give me any space.

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mimi_lys
 
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Post » Mon Jan 18, 2016 7:44 am

I stick with companions just long enough to get their perk then leave them behind because of this. Bumping into me, blocking doorways, crowding me on stairs... I hate it.

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Zualett
 
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Post » Sun Jan 17, 2016 10:03 pm


Exactly.

I like Dogmeat if I will be outdoors, but inside, he becomes a hindrance.
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Tamika Jett
 
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Post » Sun Jan 17, 2016 9:08 pm

Indeed. Don't forget giving you away when you're trying to be sneaky, and charging in firing when they should be staying silently crouched and behaving themselves.

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Philip Lyon
 
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Post » Sun Jan 17, 2016 11:09 pm

It's funny in battles my companions are always in my way of moving or blocking my shot.


Then when I want to trade with them I have to catch them because they run away. One trick is I go into sneak mode, then they want to get in my way.
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Becky Palmer
 
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Post » Mon Jan 18, 2016 9:50 am

if you are in sneak mode, you may only get option to steal vs trade, though.

but I follow that tactic. anything to get them to stand still!
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Joie Perez
 
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Post » Mon Jan 18, 2016 1:29 am



Yes, that feature alone made companions worthwhile to have around. Now, I have a hard time even giving orders to my dog. I stumble into that mode by accident, never by design....

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Quick draw II
 
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Post » Mon Jan 18, 2016 2:02 am

It seems like different followers have different AI. The one I am currently using is freaking up my butt NON STOP. But I have been with others who have given me a little more space.



But jesus christ I would really love and appreciate it if followers would actually FOLLOW.



The other huge issue with Follower AI is cliffs and ledges. How many times has your follower fell over a ledge only to run through every single enemy to get back to you or come from a completely opposite direction?


-------------



I get that Follower default weapons have infinite ammo built into them. And that alot of us might exploit that if we were able to take those guns from our followers. But man I really wish we could mod our followers weapons.

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Michael Russ
 
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Post » Mon Jan 18, 2016 5:43 am

Strange. Piper being in my line of fire only happened twice in my 30 hour playthrough. Am I just lucky or too cautious? :P

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Ella Loapaga
 
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Post » Sun Jan 17, 2016 11:39 pm

Companion AI has gone backwards in F4. In FNV and Skyrim you could set your companion to follow closely or at a distance, and be aggressive or wait for you to attack first. No such options in F4 and I have had the same problem as the OP with all my companions in that they will walk into me and keep pushing when I'm trying to sneak about or line up a shot in the scope. Garvey is the worst for doing that.



I'd like to see the companion commands restored.

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sharon
 
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Post » Mon Jan 18, 2016 9:22 am

Haha Nick runs into me so many times when I'm playing. I've been tempted to smack him with my rifle. But I like Nick so I try to keep my temper.



I agree that AI should be smarter, or at least easier to command. It's also super frustrating to try to tell Nick to hack that terminal when I have to keep moving around so that I'm far enough away from Nick and the terminal at the same time to be able to give him the command to hack it.

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Monika
 
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Post » Mon Jan 18, 2016 9:02 am

Doesn't seem anywhere near as bad as Skyrim. Followers are always doing their best to knock my character off of ledges and roughly push the character the moment a careful sneak attack is set in motion. In Fallout 4, I've only had the problem where they will get in front of the line of sight or block narrow passages or doorways...both of which they also do in Skyrim.

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noa zarfati
 
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Post » Mon Jan 18, 2016 8:59 am

there are commands to tell your comp. where to go and to stop if needed. after a certain distance, they'll start to follow you again.

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Susan
 
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Post » Mon Jan 18, 2016 5:36 am

Because of this particular nuisance behavior, prior to entering a quest location I command my companion to a certain spot away from the objective then command them to stay. Then, I open up the Pip Boy and add a custom map marker where the companion is so I don't lose them. After clearing the objective come back and get them. You'll still gain reputation with your companion by doing the steps but won't have to put up with their annoying habits.



Hopefully Bethesda will release a patch that fixes this issue.

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Andrew Lang
 
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Post » Mon Jan 18, 2016 10:07 am


It's incomprehensible why Beth did not include such sanity saving features.



Anyway as much as I enjoy their games I never take Beths companions, and I wanted to take DM with me I really did, but they're just no good at them. It was the same in Skyrim, arguably worse for pushing you around. Yet here they are doing it again.

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biiibi
 
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Post » Sun Jan 17, 2016 9:38 pm

Phew. Well, if lots of people feel the same way I expect one of two things will happen: either Bethesda will fix it (uh-huh. sure. wanna buy a bridge?) or someone will create a mod to do so. (Woo-hoo, modding community!)

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Benji
 
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Post » Mon Jan 18, 2016 12:41 pm

This game has so much potential, once they give the community heroes (aka: modders) the tools to set it free.

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claire ley
 
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Post » Mon Jan 18, 2016 8:04 am

Talk - dismiss - problem solved.



I just wanted companions to NOT stay in front of me and block me, when I'm moving or shooting or just freaking looking through a scope. Oh and not ever stop in a doorway, especially when I'm making a run for it. Guess it's not hard to implement such a pathing, but maybe mods will sort it out once geck comes out.



I remember I almost destroyed my keyboard and mouse when I've tried to get Deacon's perk, took like forever and all my stealthy build was completely useless cause Mr Rambo was trigger happy.

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ZANEY82
 
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Post » Mon Jan 18, 2016 12:13 am

I'm fairly sure the follower behavior is being exhibited by http://i1123.photobucket.com/albums/l559/Whitelion1284/ScreenShot3_1.png as well. Lucas isn't sneaking, but it's the same thing. Yeah, seriously Bethesda, some tweaking may be in order.

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Amy Masters
 
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