Companion Likes/Dislikes make no sense

Irwin John Finster

Sonny, I Watched the Vault Bein' Built!
Piper dislikes it when I use a lockpick to break into the Goodneighbor warehouses run by criminals.

As an uppity news reporter you would think she would be used to breaking in or being in places she's not supposed to be.

Same with Nick Valentine - he dislikes actions that are traditionally part of detective work.

This is not an improvement over the karma system. I have to dismiss Piper's hypocritical ass just to unlock a door, and heaven forbid I steal a stimpak from a raider or gangster or other bad guy. The Commonwealth Wasteland is a harsh reality where you have to survive against constant threat, and these people are judging me like the war never happened and everything is peachy.

Anyone else notice this with these or other companions?
 
Piper disliked when I picked the lock to te mayor's office....


After he revealed to be being a synth and taking a hostage.... She didn't like that I picked a lock to rescue someone from a guy she hates....
 
Piper disapproves because its breaking and entering into someone's private property, to straight up murder people, who are otherwise non-hostile.

You also cant lose favor with her from taking items by raiders, since nothing raiders own is marked as "owned" unless you ran into a bugged area or something.
 
The fun thing is that Piper usually approves of picking locks, and the only thing keeping her from liking you picking the mayor's door is a game-mechanical peculiarity.
It's just the way the mechanics works, and how they're a bit unresponsive to the situation at times.
 
Shoot Dogmeat until it's "unconcious", give him a Stimpack, every companion around will like it, wait 2 in game hours, rinse an repeat.
 
Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.
 
The fun thing is that Piper usually approves of picking locks, and the only thing keeping her from liking you picking the mayor's door is a game-mechanical peculiarity.
It's just the way the mechanics works, and how they're a bit unresponsive to the situation at times.
People disliked the karma system for judging the player, so their response was to saddle you with a bunch of companions that...judge you for picking a lock and stealing some Fancy Lads Snack Cakes.
 
Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.

Oh I heard the dialogue, didn't bother with the button because the Lock is a Novice Lock, even then it doesn't make sense that she would dislike picking the lock. They could've easily just change the tag on the door after the quest starts like other quests do with containers and crops. It's almost as if Bethesda employees don't even know how their own engine works or like they just threw that quest in at the last minute (it's shallow enough to support the later case, altho it could be a combination of both).
 
Companion influence systems are clunky, prone to breaking and are often illogical.

Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.

And? I mean does the player character really have a right to push that button? What is the difference between using a lockpick and pushing some button that accomplishes the same goal(unlocking a locked door)?
 
Companion influence systems are clunky, prone to breaking and are often illogical.

Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.

And? I mean does the player character really have a right to push that button? What is the difference between using a lockpick and pushing some button that accomplishes the same goal(unlocking a locked door)?

That just makes it look like Bethesda had to write in a button to open the door to make up for their poor companion karma system.
 
Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.

I like what we’ve done with the dialogue system… and having played Fallout 3 again recently I keep, in Fallout 4 when I’m playing, I keep hitting the button to leave dialogue. I keep forgetting, ‘Oh, I can just walk away’. I don’t have to wait for this guy to stop talking’. And now I’m playing other stuff, where there’s dialogue and I’m thinking, ‘Oh, I wish I could just walk away’. Because I don’t have the attention span for long dialogue!
- Pete Hines
 
Yeah the Mayor holding a gun to his secretary's head is totally non hostile...
If you had listened to her dialogue, she specifically says that the secretary must have a way to open the door, and if you look under the desk, there is a button to press that opens the door.

They did give you a way around that particular bit of mechanical weirdness.

I like what we’ve done with the dialogue system… and having played Fallout 3 again recently I keep, in Fallout 4 when I’m playing, I keep hitting the button to leave dialogue. I keep forgetting, ‘Oh, I can just walk away’. I don’t have to wait for this guy to stop talking’. And now I’m playing other stuff, where there’s dialogue and I’m thinking, ‘Oh, I wish I could just walk away’. Because I don’t have the attention span for long dialogue!
- Pete Hines

Lol did he really say that? I should just stop posting he just admitted it's a game for 8 year old children.
 
People disliked the karma system for judging the player, so their response was to saddle you with a bunch of companions that...judge you for picking a lock and stealing some Fancy Lads Snack Cakes.

That's not their replacement for karma it's their "upgrade" for NV's similar system where companions would.. like/dislike certain things you did. Example: Give Veronica a dress - a like. Being shunned by NCR with Boone as a companion: Dislike. He'll even leave if you don't try to resolve it.

Karma system was bad though, I dunno why so many miss it. If we need anything brought back it's a tweaked Reputation system from Fallout 1. One that'd make sense and only punish your reputation if people catch you doing stuff.

Always thought of it as stupid when I lost Karma for being a Grave Digger in Fallout 2 - when no one even seen me dig up the graves.
 
Because KArma is not dependant on people seeing you do bad things. It should be a reflection of your general alignment separate from how other people like you.

I think they should keep both Reputation and Karma but they need to tweak Karma a lot. Mostly with effect thresholds on actions on both sides.
 
Which is pretty much what snoopy news reporters and detectives like Piper and Nick do for a living.
Neither have ever shown that they do such a thing.

And most of Nick's cases involve "some idiot got kidnapped by raiders or The Institute" which doesn't really have the same moral dilemmas as breaking into someone's house in Diamond City.

That just makes it look like Bethesda had to write in a button to open the door to make up for their poor companion karma system.
At least they tried. New Vegas didn't even bother.

"Shoot 3 legion guys in the middle of the wastes, no one around or left alive to see me do it" INSTANT VILIFICATION BY THE LEGION!
 
I like what we’ve done with the dialogue system… and having played Fallout 3 again recently I keep, in Fallout 4 when I’m playing, I keep hitting the button to leave dialogue. I keep forgetting, ‘Oh, I can just walk away’. I don’t have to wait for this guy to stop talking’. And now I’m playing other stuff, where there’s dialogue and I’m thinking, ‘Oh, I wish I could just walk away’. Because I don’t have the attention span for long dialogue!
- Pete "Attention span of a 3 years old toddler" Hines

Fixed for you.
 
Which is pretty much what snoopy news reporters and detectives like Piper and Nick do for a living.
Neither have ever shown that they do such a thing.
OH REALLY???? REALLY??

1) The first thing Piper does when you meet her is use you to sneak into Diamond City ILLEGALLY.

2) Nick tries to break into Kellogg's house ILLEGALLY as part of an investigation.

Piper even reveals that she's been poisoned, almost executed, and other things because of her investigations. Do you think that happened magically? It happened because she was snooping around places she wasn't supposed to be. And yet she judges you for doing the same thing.

What game did you play? Are you sure it was Fallout 4?
 
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