katanagirl1 wrote: »I have seen a few posts about this, but it really hasn’t been a problem for me.
Both companions stay behind me.
I have Bastion with a staff and Mirri with a bow.
Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
phaneub17_ESO wrote: »Next major update:Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
FlopsyPrince wrote: »phaneub17_ESO wrote: »Next major update:Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
Hopefully that covers NPCs, but it should help in that case.

RaddlemanNumber7 wrote: »FlopsyPrince wrote: »phaneub17_ESO wrote: »Next major update:Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
Hopefully that covers NPCs, but it should help in that case.
Examples of the Interaction Priority Changes from the PTS. It's much better...
Always knew Bastion was a bit of a wooden top
RaddlemanNumber7 wrote: »FlopsyPrince wrote: »phaneub17_ESO wrote: »Next major update:Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
Hopefully that covers NPCs, but it should help in that case.
Examples of the Interaction Priority Changes from the PTS. It's much better...
Always knew Bastion was a bit of a wooden top
FlopsyPrince wrote: »RaddlemanNumber7 wrote: »FlopsyPrince wrote: »phaneub17_ESO wrote: »Next major update:Interaction Priority Changes
We've added new rules for determining which things you'll interact with when there's a potential conflict. Generally speaking, interactable objects that are valuable (such as resource nodes and lootable corpses) will have priority over things that are mobile or player-made (such as Companions and Mementos). You should also have less of a problem attempting to interact with doors, Dye Stations, and other permanently available interactable objects, even when they're surrounded by Jubilee Cakes or Sorcerer pets.
Hopefully that covers NPCs, but it should help in that case.
Examples of the Interaction Priority Changes from the PTS. It's much better...
Always knew Bastion was a bit of a wooden top
How do you jump if you remapped E to space? Though I keep accidentally hitting R instead of E and wasting an ultimate, so that might be worth it. (Side issue from the thread.)
FlopsyPrince wrote: »katanagirl1 wrote: »I have seen a few posts about this, but it really hasn’t been a problem for me.
Both companions stay behind me.
I have Bastion with a staff and Mirri with a bow.
Go to the riding trainer. Try to loot something.
Not during battle, but during "idle" time.
katanagirl1 wrote: »FlopsyPrince wrote: »katanagirl1 wrote: »I have seen a few posts about this, but it really hasn’t been a problem for me.
Both companions stay behind me.
I have Bastion with a staff and Mirri with a bow.
Go to the riding trainer. Try to loot something.
Not during battle, but during "idle" time.
I have gone chest farming with them and it still hasn’t been a problem.