Tired of loading your previous save every time your companions get stuck? Now you don't have to! With a push of a customizable key bind, you can unstick all you companions! NOTE: You must configure the button yourself in the settings.
!!!v2.0 REMOVE AXR_COMPANIONS.SCRIPT IF YOU ARE UPDATING, IT IS NOT NECESSARY ANYMORE!!!
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v1.0: Release, included patch for artifax's Powered Exoskeletons
v1.2: Changed to keybind allocation for the unstuck button. Conflicted apparently, now uses kcustom24.
v1.3: Included patch for artifax's Weapon Parts Overhaul
v1.4: Accidentally had some leftover code during testing in the mod, it's been removed now. Please update to latest version of the axr_companions.script.
v1.5:In the unstuck code, Tronex had added a timer to unstuck characters every so often, while meeting certain requirements based an numerous variables. In the vanilla game, I believe the unstuck function actually was continuously being called and checking these requirements on a set timer. But with my editing, the requirements basically activate the function everytime, and now with a push of a button, too. So the timer within the unstuck function isn't exactly needed anymore. During gameplay, I've noticed that my companions kept activating the unstuck code, because of the cyclic timer. I've removed the cyclic timer the function had in the axr_companions.script, so your companions will not continuously respawn any more.
v1.6:Partly reverted that last change. I had not known removing the timer was just going to CONTINUOUSLY RESPAWN your companions every millisecond lol. I'm guessing since there is no definite cycle, it just keeps cycling indefinitely for some reason :/ . So instead of removing the cyclic timer, I just made it almost never cycle again, while having it still exist. I apologize, if you installed v1.5 or below, please install v1.6. NOW it should stay relatively stable.
v1.7:Adjusted a value. In my build, I haven't been getting the duplicate ID issue. Although my build is nearly identical to the current addon build, I've matched a value to be the same as a crapshoot in hopes it fixes/reduces the duplicate ID crash. !!!Probably not necessary to update to this version if you're not getting the ID issue, but if you'd like to give it a shot if you're having it, go for it.!!!
v2.0:Made the function its own script, so it doesn't change axr_companions anymore. Removed the condition for it to activate, don't know why I didn't just delete it lol. Cleaned it up a little. If you are updating to this version, please remove axr_companions script. This update isn't necessary, but for everyone that downloads this now, it's a bit tidier.
Try not to absolutely spam the unstuck function. May or may not crash your game. I've been spamming it but only crashed around twice now, so I guess it's almost bullet proof.
!!!CURRENT PATCHES!!!
artifax's Powered Exoskeletons
artifax's Weapon Parts Overhaul
Conflicts with mods that change ui_keybinding.xml
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Tronex included a workaround for this problem in axr_companions.script. Except, the workaround only gets used every time one reloads the game. I got tired of having to reload the game every time my companions got stuck, so I've created this mod to make the workaround activate with a push of a configurable button.
Happy hunting, Stalker.
Oh good, now I won't starve to death when Hip decides to live in a doorway.
WEAPON PARTS OVERHAUL conflicts because it uses exe="custom22" in keybinding.
I haven't tried it yet, but I have no doubt that something bad will happen if I simply merge them.
Is there any way to stagger the numbers?
I can change the keybind allocation real quick.
Edit: Patch created
It was really quick lol.
I'm sorry for the consequences of forcing you to change. I'm sure there are many users of WPO, so thanks for your wise decision.
It is no problem at all. All is worth it, as I know I'm not the only one suffering from stuck companion syndrome.
can anyone teach the Companions how to take cover in combat and not just walk like idiot Toward the enemy This is another old problem that never found anyone care about to fix
Yeah it's so inconsistent. Hip goes into combat mode if there is anyone shooting in 300m radius, but whenever she becomes a companion, forgets all her skills..
That was much needed! Thank you!
This is a very necessary thing. Thank you
Hotfix from v1.5, I accidentally broke the function. Please install v1.6 if you had not done so already lol.
This is the BEST! Thx man
Ya welcome
thx 10/10
Must have addon, also for some reason I used to have somewhat regular crashes due the duplicate ID issue but since I started using the addon I didn't have a single one.
Yeah, I used to get it also, but it started when I had this addon installed, and then it just went away with time. Don't know how to reproduce it lol.
Someone should also do the tactic "defend me if i'm attacked" in the wheel menu or in the keybind
This is an absolute must, thanks a lot!
I found a lot of the time the NPCs love to attack the no-weapon zombies from like... 1km away (it seems like) so I tell them to not shoot, but they just stand there pointing their gun and I'm like... c'mon guys... but now I can just Numpad6 them, thanks again!
What does it mean with "companion stuck"? I have hip missing in my gameplay. She have 0 health, her artefact quest still open, but i cant find her. The distance meter can only go as near as 26m near her. Can this addon solve it ? anomaly 1.5.1
how to install
This addon is a long time ago, but I found a bug in the script.
function on_game_start()
RegisterScriptCallback("on_key_release",onkey_release)
end
This may be the cause of the occasional crash.
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The mod works well in 1.5.2. For me they usually get stuck in tight spots like when unloading goods at a trader or on stairs.
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