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Additionally I had a similar issue with Curie in her robot form, during a fight she yelled something about damage, and asked for help. But the fight ended, before I could reach her. As a result she had sparks and black smoke at one of her robot arm joints. But she did not complain, and I had no option to repair her.
This persisted, this time even during fast travel! But when we were pulled into a fight again, I ran to Curie, and now I had the option to repair her! I used it, and then she went back to normal.
It seems, that the option to repair (or heal) a companion is only present during a fight, because normally all companions heal automatically when the fight ends, even if in the 'Bleeding Out' pose. But if they are crippled (Ada crawling, Curie with her damaged arm) it can only be treated during the fight. If it ends, the crippling is permanent, sometimes it solves itself by fast traveling or passing a door into an other cell, sometimes it does not. With human companions it nearly always repairs itself at the end of a fight, as long as they are in the companion role.
Deacon during the first Railroad quest stops being a companion automatically at the end, he says to meet at RR HQ. And then he leaves and every time the first thing he does is walking on the mine at the shop exit. Then he hobbles away. Its rather ludicrous - and nothing can be done, because shooting or disarming this mine will have him step on another one without fail. 'You could learn a lot from Deacon' - oh yes...
Bethesda's Companion AI is very artificial, but not intelligent...
This persisted, this time even during fast travel! But when we were pulled into a fight again, I ran to Curie, and now I had the option to repair her! I used it, and then she went back to normal.
It seems, that the option to repair (or heal) a companion is only present during a fight, because normally all companions heal automatically when the fight ends, even if in the 'Bleeding Out' pose. But if they are crippled (Ada crawling, Curie with her damaged arm) it can only be treated during the fight. If it ends, the crippling is permanent, sometimes it solves itself by fast traveling or passing a door into an other cell, sometimes it does not. With human companions it nearly always repairs itself at the end of a fight, as long as they are in the companion role.
Deacon during the first Railroad quest stops being a companion automatically at the end, he says to meet at RR HQ. And then he leaves and every time the first thing he does is walking on the mine at the shop exit. Then he hobbles away. Its rather ludicrous - and nothing can be done, because shooting or disarming this mine will have him step on another one without fail. 'You could learn a lot from Deacon' - oh yes...
Bethesda's Companion AI is very artificial, but not intelligent...
Some more observations to this problem, game version now 1.10.138 with UFO4P 2.0.8, no other mods:
The problem seems to occur only with robots. If a human NPC looses an arm or a leg, she is dead. You cannot shoot off an arm or a leg, and the NPC lives. With Ghouls this is possible, and it is possible with Robots. I never used the Ghoul companion, so this could happen with Hancock, no idea. With Nick I never saw the problem too.
As robot companion I only use Ada, other robots I built I never tale on as companion, I just put them as settlers (guards) or provisioners.
With Ada it can happen, that she looses a leg, loosing an arm I never saw. If she lost a leg, she will crawl and continue to fight, just like enemy Assaultrons. If you make it to her before the fight ends, you can repair her. But if the fight ends befoe you reach her, it should fix itself. I saw it once fix itself after a hard fight.But several times it did not fix itself. If Ada only stands 'cowering', it always fixes itself after the fight.
There are two 'damages' which are animated: The missing leg(s), and if you give here the better head armor, the head armor if damaged swings outward, looks a bit like a clover leaf. Both animated damages often do not fix itself. Since every problem fixes itself with 'normal' companions when the fight ends I suspect that the script for Ada (and other robots) is a bit faulty. The hitpoints seem to come back after a fight, but the damage animations are not reset always.
It always works using the Robot Repair Kit, but you can only use it during the fight, i.e. if at least one enemy still stands.
If a damage animations hangs, it sometimes fixes itself after a few moments (several seconds), but only rarely. Fast traveling and leaving the current map (the fight must have ended at this point) nearly always seems to fix the problem. I had one case only, where it did not fix itself even with fast traveling, in this case I had to go back to a save before the fight, I had no other idea what to do. Logging out of the game (after saving it) and loading this save again did not fix the problem.
The problem with the head armor only looks silly, and has no bad side effects. If you go into a fight again (any fight) you can probably repair Ada with a Robot Repair Kit, when the Kit works during the fight. With the damaged legs this is not possible, or at least not easy, because Ada will move extremely slow. If you fast travel directly into the fight it may work, did never try it.
Best solution for all theses problems seems to be fast travel, but it still is a big problem for players in Survival Mode.
The problem seems to occur only with robots. If a human NPC looses an arm or a leg, she is dead. You cannot shoot off an arm or a leg, and the NPC lives. With Ghouls this is possible, and it is possible with Robots. I never used the Ghoul companion, so this could happen with Hancock, no idea. With Nick I never saw the problem too.
As robot companion I only use Ada, other robots I built I never tale on as companion, I just put them as settlers (guards) or provisioners.
With Ada it can happen, that she looses a leg, loosing an arm I never saw. If she lost a leg, she will crawl and continue to fight, just like enemy Assaultrons. If you make it to her before the fight ends, you can repair her. But if the fight ends befoe you reach her, it should fix itself. I saw it once fix itself after a hard fight.But several times it did not fix itself. If Ada only stands 'cowering', it always fixes itself after the fight.
There are two 'damages' which are animated: The missing leg(s), and if you give here the better head armor, the head armor if damaged swings outward, looks a bit like a clover leaf. Both animated damages often do not fix itself. Since every problem fixes itself with 'normal' companions when the fight ends I suspect that the script for Ada (and other robots) is a bit faulty. The hitpoints seem to come back after a fight, but the damage animations are not reset always.
It always works using the Robot Repair Kit, but you can only use it during the fight, i.e. if at least one enemy still stands.
If a damage animations hangs, it sometimes fixes itself after a few moments (several seconds), but only rarely. Fast traveling and leaving the current map (the fight must have ended at this point) nearly always seems to fix the problem. I had one case only, where it did not fix itself even with fast traveling, in this case I had to go back to a save before the fight, I had no other idea what to do. Logging out of the game (after saving it) and loading this save again did not fix the problem.
The problem with the head armor only looks silly, and has no bad side effects. If you go into a fight again (any fight) you can probably repair Ada with a Robot Repair Kit, when the Kit works during the fight. With the damaged legs this is not possible, or at least not easy, because Ada will move extremely slow. If you fast travel directly into the fight it may work, did never try it.
Best solution for all theses problems seems to be fast travel, but it still is a big problem for players in Survival Mode.
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