Smart Companions Mod by abot
May 24, 2021 11:36:52 GMT -6
Post by Lady MorningStar on May 24, 2021 11:36:52 GMT -6
I am absolutely going to try this one out. It's always been immersion breaking that Constance couldn't pick locks or use probes. With this mod she can. Plus Constance and other companions can interact with loot sources.
Smart Companions
Edited to add: I just tried it out and it's an interesting mod. I took Neldor around the interior of the Rose Cottage to see if he would take things from the chests and bookshelves and found that the companion will make comments about what they find. When I had Neldor activate an empty chest or bookcase, he would say, "Nothing in here."
Companions will also tell the player what they found inside containers. I then took him to a small chest where I had stored the key to the cottage and when he looted the chest he said, "Hey, I found an Ascadian Rose Cottage key!" Then I had him look a chest in the crafting room and he said, "I found some racer plumes in here."
This looks like a keeper for my game. The comments from companions about what they find is a nice touch.
Smart Companions
Makes companions (the ones with the short companion local variable set to 1) able to interact with possible loot sources and doors you Alt+Activate, can fix/improve some companions/followers features
MCM controls:
Companions Looting: Default: 1. Yes, No companion overburdening allowed. When enabled, Alt + activate to make your companions try and loot the target item/container/corpse (with/without potential overburdening).
Minimum item Value/Weight ratio: Minimum Value/Weight ratio for an item to be taken by a companion when looting a container
Max Loot Distance: Maximum distance for an item to be activated by a companion
Allow Companions to use Probes: Default: Yes. When enabled, companion NPCs are allowed to use their stats, skill and probes to try and disarm traps on the target you Alt + activate.
Probes with no uses left should be automatically dropped.
Allow Companions to use Lockpicks: Default: Yes. When enabled, companion NPCs are allowed to use their stats, skill and lockpicks to try and open the target you Alt + activate.
lockpicks with no uses left should be automatically dropped.
Companion NPCs High Acrobatics: When enabled, companion NPCs are given high acrobatics on activate if not already having it.
Useful to avoid them getting damaged on jumping or teleporting.
Companion NPCs Water Breathing: When enabled, companion NPCs are given water breathing on activate if not already having it.
Useful to avoid them getting drowned.
Fix NPC/Creature AI on activate: Default: 1. Yes, Only current companions.
try and fix actors AI when activating them. Especially useful when companions go crazy after teleporting around too much.
MCM controls:
Companions Looting: Default: 1. Yes, No companion overburdening allowed. When enabled, Alt + activate to make your companions try and loot the target item/container/corpse (with/without potential overburdening).
Minimum item Value/Weight ratio: Minimum Value/Weight ratio for an item to be taken by a companion when looting a container
Max Loot Distance: Maximum distance for an item to be activated by a companion
Allow Companions to use Probes: Default: Yes. When enabled, companion NPCs are allowed to use their stats, skill and probes to try and disarm traps on the target you Alt + activate.
Probes with no uses left should be automatically dropped.
Allow Companions to use Lockpicks: Default: Yes. When enabled, companion NPCs are allowed to use their stats, skill and lockpicks to try and open the target you Alt + activate.
lockpicks with no uses left should be automatically dropped.
Companion NPCs High Acrobatics: When enabled, companion NPCs are given high acrobatics on activate if not already having it.
Useful to avoid them getting damaged on jumping or teleporting.
Companion NPCs Water Breathing: When enabled, companion NPCs are given water breathing on activate if not already having it.
Useful to avoid them getting drowned.
Fix NPC/Creature AI on activate: Default: 1. Yes, Only current companions.
try and fix actors AI when activating them. Especially useful when companions go crazy after teleporting around too much.
Edited to add: I just tried it out and it's an interesting mod. I took Neldor around the interior of the Rose Cottage to see if he would take things from the chests and bookshelves and found that the companion will make comments about what they find. When I had Neldor activate an empty chest or bookcase, he would say, "Nothing in here."
Companions will also tell the player what they found inside containers. I then took him to a small chest where I had stored the key to the cottage and when he looted the chest he said, "Hey, I found an Ascadian Rose Cottage key!" Then I had him look a chest in the crafting room and he said, "I found some racer plumes in here."
This looks like a keeper for my game. The comments from companions about what they find is a nice touch.