[censored] companion combat AI

Post » Sun Dec 19, 2010 12:22 pm

I'm getting mighty sick of ED-E and Cass running off to find more things to kill while in a vault full of enemy NPCs, even though I've got them on Passive. What this badly implemented companion system needs is more commands that force them to regroup or stop combat. These commands need to also be hotkey assignable, not that clumsy pie-menu rubbish. More and more I'm just encouneting situations where I tell them to just wait where they are while I wander around. Glorified mules is all they seem to be at the moment :)
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Kerri Lee
 
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Post » Sun Dec 19, 2010 4:58 pm

That's why I don't take companions into buildings, caves, etc, same as Fallout 3. In passive mode, if an enemy detects you and becomes hostile, your companions will magically know this and go after that enemy. Give the moders time and I'm sure we'll have an NPC AI overhaul.
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Nick Jase Mason
 
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