mainer
Venatus semper
You'll want to use stealth to get through a place, and they'll jump out guns-a-blazin' and ruin it all for you. And the worst is when you need to get through a door to the next room, and your companion just stands right there in the door, and you can't get past them.
So is it common not to be able to tell companions to 'go here' or 'stay there'?
Seems it would be a definite required basic in any companion implementation.
As much as I love Bethesda's RPGs, to utilize their companions, you really have to use a mod that gives you a bit more control over how they react, attack, move, sneak, ect. The best one I've used for Skyrim SE is Nether's Follower Framework:You can tell them to go somewhere, but it's a bother to do so. A quick menu to give your companion orders would make them a lot less irritating.
Nether's Follower Framework at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Companions will sneak when you sneak, won't attack until you attack, will avoid traps, switch from melee to ranged weapons when needed, and a multitude of other options. Read the description on the mod page if you're interested, as it really has an amazing number of options.
There's also Better Companions AIO for Fallout 4:
Better Companions - All In One at Fallout 4 Nexus - Mods and community (nexusmods.com)
And JIP Companions Command & Control for Fallout New Vegas:
JIP Companions Command and Control at Fallout New Vegas - mods and community (nexusmods.com)
All do variations of the same thing, some more complex than others, but it makes traveling with Bethesda created companions much more enjoyable. Modded companions, like Vilja and Indigo that I mentioned above, don't need that, as they have their own AI package and behavior controls.
Not really, as you just have to go along with them to complete a specific quest. I remember Fargas from the Companion's Guild in Skyrim that led me on a specific quest, but there was no control of his actions. After completing that quest, he was available as a companion and could be managed by Nether's, but not while that quest was active.Can you do that with companions that are forced on you for a time?
With all the articles and advancement that we've seen in AI research lately, it's my hope that some game developer somewhere will take the time to create companions that have a true AI that reacts to all the choices and actions that you (the player) makes within a game world, and less dependent upon scripted events. I think the tools and technology are in place, but it would be a huge amount of expense and time to accomplish, as well as a focus on the single player experience. I'm doubtful that it will ever happen, but I'd love to see it. A gamer can dream, right?Not all games give them total free will. Companion AI in games isn't up to the task yet.