Tired of the companions running away and not come back? Great here's a script that will allow you to set how far they can go from before they come back. In addition you can set the distance the companion should ignore combat based on the distance between the player and the enemy(MCM or manual config required).
This addon uses on enemy evaluate callback. They will ignore combat but they will remember the last target and try to engage again until forgotten.
I have not done Russian translations yet. If some one would like to translate it that would be nice.
CHANGELOG
version 1.0.1:
- add Russian translations to mod configuration menu
version 1.0:
Super! A very necessary addon, it's high time to add it to the anomaly. 10/10.
hello, I saw this mod and I liked it, but could you make your partners loot corpses
I thought that feature is already in vanilla anomaly via the companion wheel or key bind?
Yes, this function is present, but as I understand it, it is not working. I even left the corpse so that my partners would loot it, but nothing happened
There are other variables in question. There are conditionals in anomaly settings that prevent actors from looting because you are around, see to that.
finally i dont need quick teleport companion anymore since they love to go awol just to chase a single mouse
Moddb.com try this
Once you install this mod you'll see that it adds just a line. It is better to install the mod and once resolving the conflict created by RANE, you just edit the line on the other mod so nothing gets obsolete.
Thank you so much! I always have my companions in ignore combat mode because they always end up running off and getting themselves killed. Now they can still defend themselves but not commit suicide lol
This is a verry needed one for each player who love to have companions, I would say ...a MUST HAVE...
Thank you for this awesom mod :D
Genius move, look forward to testing this out! :)
probably outside the scope of this mod, but it made me think about how I would really love a mod that made companions:
A. sit still when your not moving and stop them pacing in circles when near cover or other npc's and B. make them actually follow at a distance instead of right on top of you when set to "stay Far"
Mmm. For A. I recall the issue being that the point they want to reach is the players feet. Once they are within a certain distance (I believe vanilla close 4 meters and far 8 meters) they go into walk state and shortly stop. The walk state is where the jankyness happens. The companion script and schemes are quite complicated.
From my understanding and observation the companion uses the normal behavior just rely on player location and marker location as destinations. I could be totally wrong though.
Would have to look at it again.
I could kiss ya. Is it possible to make them stealth when you stealth/crouch?
That should be possible to do. Most efficient way I can think of is using the `actor_on_footstep` call back. Check if the player is crouching then set the companion info portion to stealth and vice versa. This will override the companion wheel setting though and make the companion stealth setting obsolete.
Or maybe it's possible to add another option to the wheel for the stealth to determine stealth based on the players body state. My knowledge is quite limited though.
It's possible it's more trouble than it's worth.
There are mods already doing this, I believe it is Stealth.
This is very f*cking usefull.
But the implementation raises some questions.
It says "Ignore combat".
What if some enemy tries to snipe them from afar? They will just take it silently?
Might I suggest to make them "hold position, being in combat" outside of the set radius?
the top set of options is to keep them in close proximity to you by setting them to "ignore combat" when they stray to far.
the second set is optional for if you want them to flat ignore enemies a certain distance away from you.
What he said ↑
Basically when they stray to far away they will stop advancing and shooting. They will run back to the player and once they reach the allow combat distance they will attempt to engage with the target again when using the distance from player option.
There are stupid moments where they would do a pacer test because they can't reach their target but they do forget at some point when they don't see the enemy anymore.
finally you are life saviour ,it maked me mad countless times when i had to turn off and turn on combat state manually only because companions went after enemy and dont care about where we were heading.
im gona test it right now
Russian translate
Drive.google.com
Thanks man :D Will have a look and upload it
пожалуйста переведите на русский этот шикарный аддон.
По иронии судьбы мне пришлось использовать Google Translate, чтобы прочитать этот XD. В ближайшее время выложу русский перевод
THIS is something i was waiting for a looooong time
this addon is just one of those that changes the QoL in a way to be much more like the Stalker Anomaly we all want it to be!
you are the best
This addon comes to correct one of the biggest problems in Anomaly!
Very well thought, and most welcome! Thanks a lot!
Hello friend, could you make sure that the weapons of the dead enemies do not fall and remain in their inventory? I do not like that my companions take the weapons of the dead. Nice mod for those of us who don't like to be alone in the zone.
Hey man, Not sure how to prevent the AI companions from picking up weapons. You can use this mod to remove the weapons manually from their inventory.
Moddb.com
Would've been great to also set a minimum boundary so that I don't get pushed into every fire anomaly by my own friends. xD
Not sure if I would be able to fix that. Their combat instincts are same ones used for all the human AI. However there is a way to make them stop further away from you when you stop moving.
In the ..\gamedata\configs\scripts\beh_companion.ltx file you can set distances. Not sure which ones it was but my companions will stop about 8 meters away from me.
I looked through the whole game folder but couldn't find the file your talking about.
are you sure its called that/not from a mod?
Oh, I forgot to mention that I'm referring to the existing scripts compressed in the db files. There is a folder called tools where you can extract these files(I would recommend only extracting scripts and configs to save hard drive space). You can then use those files to override the original.
Alternatively I can just upload the one I have to Moddb as a separate addon or see if I can override the distances via the script with mcm settings.
hello have times ne question I do something wrong as I can not find the option
tried it with the tool Mod Organizer as JSGME have also times manual in gamedata times purely made
if something is wrong i am sorry i use deepl translator
The options will be present if you use have mcm included to your anomaly Moddb.com
For manual changes you you will have to open the script in the mod organizer mods folder. File name is ..\gamedata\scripts\companion_anti_awol.script
You can edit the line 1 - 19 and change the numbers. For the enable/disable use true or false if you want the feature included or excluded.
If you need more information let me know
thanks for the info it works now
very cool addon, after reaching a certain point in normal saves you become invincible so it's fun getting companions and trying to get them to survive fights, this helps a lot
Great addon, thanks. Now I would miss one that tells them to turn off the headlamps :)
I believe Tweaki_Breeki already made that. Moddb.com
Thank you!
Since companions still occasionally get stuck on things, I was wondering. I know there's two mods that kind of address this, one makes a hotkey that "resets" them and another that teleports them to you. Do you think it'd be possible to automatically trigger something like that when they get too far away?
One of those exists
Moddb.com
Ah, ok ... you said that "you knew that existed"
I thought you were asking.
Sorry, it's because of my lack of English
It's ok :)
Mmm. I guess a timer that checks the distances from player and assess if the position they are in is still the same as 5 seconds ago. If so teleport to you.
I don't recall companions getting stuck though. Do you know of a spot where I can replicate it?
I miss-worded my previous post. There are spots where their pathfinding just seems to break. It sometimes happens when using the workbench behind Mangun. Your companion will stand right in front of Mangun, and they'll just stay there until you switch zones. Other times though it'll happen in the middle of a field in the Corden. It'll happen to multiple companions at the same time, so I think it's more a pathfinding bug than them getting stuck. You don't really need to teleport them. This mod Moddb.com "resets" them somehow, and they wake up and start following you again.
EDIT: Looking at that mod again it seems the auto unstuck thing exists in the vanilla game, but by default it only activates once when loading a save.
From what I scanned it seems like it teleports them to where they are standing. It probably resets their desired destination causing them to move. Maybe I can have a look if they are not within your stop distance use a timer to check of they are still in the same position. Not sure time wise when I will be able to attempt though.
Hello, How does this mod work? Do I need to change some files for it to work or is it just because of interference with other mods.
Edit: nvm just found out it uses mod organizer.
It was purposefully written to prevent conflicts. If you would like to use the settings in the menu it would require mcm Moddb.com. Alternatively you can change the numbers in the script file "..\gamedata\scripts\companion_anti_awol.script". It would be the first 19 lines
Alright thanks. :D