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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Actors
Assigned To: Nobody
Platform: PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Evil_Geoff on May 10, 2016 1:24 am
Last Edited By Arthmoor on Jan 23, 2017 9:55 pm
Closed By Arthmoor on Jan 23, 2017 9:55 pm
Resolution: Cannot Reproduce

Issue #20388: Companion Affinity Bug

 
There appears to be a bug in the companion affinity system that is striking random players. I'm doing my second run through the game (up to level 63 at the point I noticed this), and I was playing with Cait as companion for a few in-game days. And I noticed that I was not getting any [Cait liked that] messages. At all. Drinking booze? Nada. Picking locks? Nothing. Taking drugs? Zilch. Fast travelling and changing cels naked? ZIP!


Seriously, that last is a major WTF? My first play through I maxed her affinity out in a hurry by doing the fast travel naked thing. No [Cait disliked that] messages either, when I'm nice to someone.

Using console command getav CA_affinity showed her at 0.00

We all got the 1.5 update pushed, and I recently installed CBBE and Bodyslide. Those are the only things I can think of that are recent changes. I will confess that I haven't used a human companion in a while before the changes - I maxed out Piper and Nick early on, then Danse... and I was using Dogmeat just before the changes, so I don't know if this is something that is effecting the other companions. I am using F4SE, and I'm not using a lot of mods, either. Here's my load order.

<code>Fallout4.esm

DLCRobot.esm

DLCworkshop01.esm

Homemaker.esm

SettlementKeywords.esm

SpringCleaning.esm

Snap'n Build.esm

Homemaker - SK Integration Patch.esp

Homemaker - Streetlights Use Passive Power.esp

Homemaker - Unlocked Institute Objects SK.esp

SC_ExpandedScrapList.esp

Snap'n Build - Patches.esp

Snap'n Build v1.6 SK patch.esp

DarkerNights.esp

Snap'n Build - Bunker.esp

Snap'n Build - Capsule.esp

Snap'n Build - Greenhouse.esp

Snap'n Build - Industrial.esp

Snap'n Build - Real Estate.esp

More Where That Came From Diamond City.esp

Elvani's Track Pack - FIX.esp

OWR.esp

OWR_CraftableRadios.esp

DarkerNightsDetection.esp

Snap'n Build - Capsule Paints.esp

Snap'n Build - Modules.esp

CBBE.esp</code>

To make sure that this was not isolated to Cait, I went back and traveled with Nick Valentine - hacking computers didn't get a peep. Piper? Picking locks got nada. Danse didn't comment on my upgrading and modifying power armor. Hired MacReady, broke into places, got violent, stole everything that wasn't nailed down. getav CA_affinity = 0.00 And I've earned a couple of levels trying to figure this out. ;-)

I'm scratching my head here. I've seen this reported in a few places, but no one has any idea what's causing it and what might fix it. The few that tried unistalling the game, all mods and starting over said it seemed to work for a while, but the bug came back. I'd like to get affinity working again so I can start Cait's personal quest.

Comments

15 comment(s) [Closed]
Evil_Geoff said:
 
Doing more research - some of the players reporting this issue on places like Steam and reddit are saying they are playing clean games - no mods. And the only thing I have installed that should have any effect on companions would be the CBBE. The settlement mods (SK, Homemaker, Spring Cleaning, S&amp;B) and radio mods (MWTCF, Elvani's Track Pack, Old World Radio) shouldn't touch companions at all. Darker Nights I don't know about, but it does change perception distances at night, soooo, maybe?

wussypoo said:
 
Edit: Apologies, mistaken info on my part. Thought I'd narrowed down some conditions for this bug, but further testing simply showed I'd mistaken a greatly increased affinity cooldown for Preston and Codsworth on weapon modding for the presence of this bug (48 ingame hours??? Unless thats a bug in itself - but I'm guessing just be another undocumented affinity change in patch 1.5). I jumped the gun, drew mistaken conclusions on my early observations and posted too early.

Evil_Geoff said:
 
I had Cait for roughly 4 in-game days (at least 3 sleep cycles anyway) before I noticed the missing [Companion liked that] messages, because I wasn't in _that_much of a hurry to start her quest. When I tried out the previous companions, it had been weeks since I had done anything with any of them. And I noticed the [Companion liked that] messages were missing immediately with them since I was specifically doing things looking for that message. I've been running around with MacReady, a new Companion for almost a week in game and haven't gotten the first [Companion liked that] message.<br><br>
So currently, my Companion quests are inaccessible, at least via normal game play. I suppose I can root around, find the quest ID's and use the "setstage" console commands... but that really busts immersion for me. Which is funny because I have absolutely no qualms about opening the console to "disable" dead badguys that raid my settlements (after I loot the corpses, of course). Beats dragging their dead ass dead asses out to the bushes away from town! *LOL* ;-)

Evil_Geoff said:
 
OH! I got the Flirt dialog options with Magnolia and they worked! Having +5 Charisma thanks to clothes/hat/glasses didn't hurt. But I think Magnolia is a special case and isn't "affinity" based.

Evil_Geoff said:
 
More investigating on my part. Understand that I'm not a programmer at all, but I was a cop for a long time, and I've been a helluva computer tech/troubleshooter, and I look for patterns that may identify the source of the issue... :

This is a really bizarre issue in that it really appears to be random, at least so far. The people reporting it don't seem to have any clear similarities in systems (doesn't appear to be a hardware trigger), some are on their first play through with 20 - 30 hours of game time, some are in 2nd or 3rd play throughs with hundreds of hours of play with no issue at all (doesn't appear to be time in game triggered), some people are playing absolutely stock, vanilla Fallout 4 with no mods, some are playing games that are modded to Hell and back with no other problems when WHAM! So it doesn't appear to be a mod triggered issue.

The companions just stop reacting to the things you do.

Which all of a sudden makes me think ... Maybe it's not a bug in the affinity system per se, but a bug somewhere in the way the companion perception/observation is reporting... What if it's a kind of "selective blindness"?

Another what if - I was playing with Dogmeat primarily for quite a while, and Dogmeat doesn't react to things that you do. Bugthesda originally was writing in the same kind of companion/follower system that we saw in New Vegas - One human Companion, one non-human, but then changed to one-companion-at-a-time-only in mid-development. What if there is something buggy in that switch off between Dogmeat to human, back to Dogmeat, back to human companion, that somehow locks the companion perception settings to not "like" or "dislike" things? Does that make sense to anyone at all?

gexkko said:
 
I've been dealing with this bug for some time on Xbox One. No mods (they just came out for Xbox), Wasteland Workshop, Far Harbor, and Automotron were installed. I had a playthrough where early affinity worked, but I ended up using Ada for roughly 50 hours. When I switched to other companions I noticed affinity didn't work at all for any of them. I did extensive testing for every companion I had and ran through all of their standard like/dislike/love/hates that weren't quest-related and got 0 triggers. I did some digging and saw other people report similar issues around the time automotron came out, saying that once it triggered it seemed to affect all their save files. I loaded up one of the earliest saves from that game where I knew affinity worked, tested weapon modding with Codsworth and got no trigger.

I did a complete uninstall of the entire game and all expansions, then reinstalled it. I ran the above tests again with the same results. I then created a fresh game yesterday (5/30/16). Affinity worked up to ~level 10 and then suddenly stopped working. Like earlier tests, going back to a previous saves suddenly had no affinity affects. Mods were released today, so I decided to add a few mods on (like the unofficial patch and some affinity mods) to see if that could jumpstart the fix. Nothing.

I did a complete wipe of all FO4 data from my Xbox today (5/31/16), including all save files, mod data, and synced data, a full system restart, and then as clean an install as is possible without doing a factory reboot (unless someone can tell me otherwise). I started a fresh game again. Affinity worked again for a few levels but this time stopped at level 8.

At this point my reproduction efforts are 3/3 within the first few hours of gameplay.

Evil_Geoff said:
 
First thing that popped into my head - you were using Ada - a _non-human_ companion for an extended period when this issue cropped up. My experience popped up after using Dogmeat again for quite a while. Makes me think something in the companion system that is supposed to switch between human and non human companions is FUBAR'd. And since it's doing this on XBox One, as well as PC - it doesn't appear to be platform dependent.

Evil_Geoff said:
 
Come to think of it, I had used Ada for a while, then back to Dogmeat (who doesn't report Affinity, so I wouldn't have noticed anyway), then to Cait and discovered the bug. So it might not be "non-human triggered", but Ada specifically.

Xantia said:
 
I've run with both Ada and Dogmeat for extended periods of time and I haven't run into the issue at all. I ran with Ada almost exclusively from the time I was able to grab her during Automaton until grabbing Longfellow after Far Harbor came out.

Evil_Geoff said:
 
That's what makes this such a frustrating bug... it's not system wide, it's not even terribly common. It appears at random.

Arthmoor said:
 
Just tossing in here that I used Dogmeat extensively, trading him in and out with Nick after I picked him up. Switched over to Piper. Affinity worked fine. Grabbed Ada to do the Automatron quests. Had her as my companion until Far Harbor came out. Switched back over to Nick. He displayed plenty of like/hate messages while we were on the island.

Only mods I had installed were UFO4P, my fusion cores mod, and Beantown Interiors. So... I dunno. Stuff like this is notoriously difficult to troubleshoot when there's no actual pattern to it.

It may be necessary for us to gather some saves from you guys so we can start poking around in the quest variables to see if anything is amiss.

Evil_Geoff said:
 
Hey, sorry I've been out of touch on this recently. I went back to my last pre-Automatron save (because I picked up Ada with Automatron, then went to Dogmeat after using Ada, then went to Cait) , played long enough to confirm that Piper was liking it when I picked a lock - then exited without saving. Check!

How many saves/how far apart should they be? Should I just hunt for my first save with Cait, where I noticed the affinity was not working?

And how do I submit a save game? Does it need to be renamed so you know what issue you are looking for/who's issue it is?

AffinityBugComplainer said:
 
I made this account to say that I am having the same bug as Evil_Geoff. After getting Danse's affinity to 999 by grinding radiant BOS quests I figured it stopped there because I need to progress further with BOS main quests. I'm pretty sure that is true. I then decided to hire Maccready to do the same thing for his perk/quest. I broke into a warehouse right after hiring him and started stealing/killing. Using getav CA_affinity returns 0.00 no matter what. I installed the Unofficial Fallout 4 patch in the hope it would fix this bug but it has not. I really hope this issue gets some more attention and fixed because it's a really nasty bug.

Evil_Geoff said:
 
With at least two other players reporting the issue here, can this get bumped to being a "Confirmed" issue? If not, how many other reports do y'all need?

Arthmoor said:
 
We need to be able to reproduce it before it can be considered confirmed, and thus far that hasn't been the case.

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