This mod makes stealth a little bit interesting, sure (subjectively). But this completely breaks the game if you are NOT using stealth.
Enter a cell, shoots an enemy, and every single hostile npc and creatives in the cell will come running towards you. With this mod active, every interior encounter becomes you killing 3847384 enemies the moment you step in the door, and then spend the next 5 minutes wandering around without enemy to fight.
How would enemies behave in real life? Would they just continue to admire the rare flowers or the bright sun, not paying attention to the shooting? Undoubtedly, the standard game offers you exactly this line of NPC behavior. But... no, thanks) I prefer the variant of the game with an emphasis on stealth and realism, especially when using my other global mod - Simple Set Pack (Gameplay Rebalance), where your health will be limited and every headshot can be fatal. Also included in that mod is "faction war", which means that the factions hostile to you are also hostile to each other. It brings some variety to combat encounters.
Which mod profile did you use: Normal, Hard or Extreme? What you describe is more suitable for the Extreme profile.
This is my worry :(. I just want it LoS detection further, not the detection radius of sounds. Especially when often the ai will stay idle until you see them, then they get up and start to patrol. You will miss these type of interactions if everyone just rushes you from the start. If it is true all enemies just rush you, then it ruins the point of the map layouts.
The best way to find out is to try it. The modification is easy to install and remove if necessary. Use the "Normal" profile if you find the sensitivity of the enemies too high.
New Detection (Hard), New Detection (Extreme) - When using these files, the game breaks. When a new level is reached in the game, the window for calculating and selecting abilities does not open.
New Detection (sneak and stealth rebalance) - There are no such problems with this file.
sorry for my terrible "French" ;-), - It's not my native language.
Try to move to a safe place so that the red mark disappears and the combat status takes on a green safe color. I have not been able to reproduce this situation. I got a new level after clearing the school.
P.S. In general, the Hard and Extreme profiles are very aggressive - it's very difficult to play with them in stealth mode.
I have made some changes to the Hard profile (1.23 h) to reduce the sensitivity of the enemies. It's possible that this will help. If you are not satisfied with the solution, then try to test the previous version of the mod from 2022 - v.1.1 (Old files tab)
The fact that the marks on the radar appear earlier when using the "Hard" and "Extreme" files than when using the "sneak and stealth rebalance" file. Let me explain - I just got to the Megaton gate, and already I see on the radar the mole rats that are running on the opposite side of the Megaton entrance. The perception skill is equal to five. Is it designed to increase the perception of the main character? Or a technical error?
These are some balance issues and the eternal search for a golden mean. I need to find time for in-depth testing and maybe I can find a solution. I will probably need to change the "fSneakBaseValue" parameter, as it plays a significant role in the appearance of red marks on the compass. However, since this setting is also related to other parameters, it will be necessary to find the optimal balance to make everything work.
So far, there are several temporary solutions: - use the Normal profile, - use old versions of the mod (1.1) from 2022, - you can remove red marks from the compass using third-party mods for more hardcore and realism
One more question. CombatEnhanced-Package at Fallout 3 Nexus - Mods and community Has this mod caught your eye? How much it may overlap, conflict with yours - it also partly deals with stealth...I think there will most likely be a conflict...Your mod is extreme and hard - just FIRE!!! Fights and situations are really fun. Just have time to jump away...:-)))
To be honest, I can't remember for sure if I've ever encountered it before, since that mod is already quite old. Try experimenting with different combinations of these modifications.
It is important to keep in mind the loading order in the mod manager, as the mod loaded towards the end of the list takes precedence over those above.
I found the reason for the plugin not working well in my game. It turned out to be quite banal. The esp. file, due to the constant addition of new mods, moved up the list to fomm. When I move the esp file, again to the last position, everything starts working. Despite the fact that the author in the description warns that you need to monitor this. What can I say... Forgive me for my inattention.
This is not the first time I have used this mod in the game. From the moment, how, my beloved Clover became my companion, I noticed that in many cases she stood idle for a few seconds when it was necessary to shoot. I noticed it many times, but I didn't pay much attention to it. But, today, when a ghoul ran near Clover, and she was standing, as if there was no threat, I decided to delete this mod and look for an alternative. A ghoul runs past Clover, and she says, "I hear something." I deactivated the plugin in Fomm and went back into the game, Clover became "faster".
Are there any other mods in use and what is your mod download list? What difficulty level do you use for this mod (Normal, Hard or Extreme)? What battle tactics are set for Clover? Do you have the opportunity to send me your save with Clover?
Thank you for wanting to help. I really have a lot of mods. I can't say what was the order of connection in Fomm, since I deleted this add-on. Normal mode was chosen. Clover's battle tactics, the default one, I didn't change anything. As part of the bug fix, it would have been nice to submit a save, but I removed the add-ons from the game, deleted the old saves, and started a new game. I found another plugin for myself mod, Clover works actively with it, there are no complaints yet, I'm taking a closer look.
The good thing about the mod is that it makes enemies a little smarter. They don't stand as if nothing happened when their friend was killed near them. But, I really didn't like the following, I was near Feerfax, I didn't go into the city, a raider appeared from behind the ruins and I killed her with a sniper weapon, after which the rest began to resort and I shot from afar killed everyone. In real life, nothing like that would happen because it's suicide, it's stupid. By killing one near the city, you can lure out everyone else. I didn't like it.
This mod increases the sensitivity of enemies to the events taking place near them. Of course they will react to your shots and not stand exactly in one place. The ancient game engine does not allow to endow bots with advanced intelligence. However, I think that compared to vanilla settings, this mod still makes the behavior of enemies more interesting.
P.S. Which profile did you use? Normal, Hard or Extreme?
Normal. I agree with you. The game has become much, much more interesting. You stand on the wasteland, it would seem that no one is around, shot into the sky with a pistol and enemies are already running at you. In the building, everything works logically and correctly. In my humble opinion, we need some kind of script that would not allow, for example, raiders, to leave the aisles of the city, to cross a certain line. But, it can break the game.
Impressive mod. But can I ask, will silenced weapons - like the Silenced 10mm pistol - still not alert NPC, even with these tweaks? (Im just talking bout the Normal level of this mod, not hard/extreme modes)
Thank you for your feedback and a good question! I think that using a weapon with a silencer will still contribute more to a quieter passage of levels than using a shotgun. I need to test this aspect at my leisure.
I tested the Silenced 10mm pistol in the Supermarket and the result satisfied me completely. I managed to silently eliminate several raiders in a single patrol.
Razuka, thank you for this wonderful mod! Played with the Normal Version so far in Springvale School, Super Duper Mart and the "Vault Escape" Quest. The normal Version is perfect...the right mix of challenge, thrill and fun. I think, the other two Versions would be too stressful and unforgiving for any Character who don't want spend a lot Skillpoints into Sneak. Maybe "Hard" is the right choice/challenge for a stealth Character.
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You can see examples of gameplay in the "Videos" tab
Enter a cell, shoots an enemy, and every single hostile npc and creatives in the cell will come running towards you. With this mod active, every interior encounter becomes you killing 3847384 enemies the moment you step in the door, and then spend the next 5 minutes wandering around without enemy to fight.
Would they just continue to admire the rare flowers or the bright sun, not paying attention to the shooting? Undoubtedly, the standard game offers you exactly this line of NPC behavior.
But... no, thanks) I prefer the variant of the game with an emphasis on stealth and realism, especially when using my other global mod - Simple Set Pack (Gameplay Rebalance), where your health will be limited and every headshot can be fatal. Also included in that mod is "faction war", which means that the factions hostile to you are also hostile to each other. It brings some variety to combat encounters.
Which mod profile did you use: Normal, Hard or Extreme? What you describe is more suitable for the Extreme profile.
The modification is easy to install and remove if necessary.
Use the "Normal" profile if you find the sensitivity of the enemies too high.
When a new level is reached in the game, the window for calculating and selecting abilities does not open.
New Detection (sneak and stealth rebalance) - There are no such problems with this file.
sorry for my terrible "French" ;-), - It's not my native language.
P.S. English is also not my native language, so I understand you easily :)
I have not been able to reproduce this situation. I got a new level after clearing the school.
P.S. In general, the Hard and Extreme profiles are very aggressive - it's very difficult to play with them in stealth mode.
If you are not satisfied with the solution, then try to test the previous version of the mod from 2022 - v.1.1 (Old files tab)
I need to find time for in-depth testing and maybe I can find a solution.
I will probably need to change the "fSneakBaseValue" parameter, as it plays a significant role in the appearance of red marks on the compass.
However, since this setting is also related to other parameters, it will be necessary to find the optimal balance to make everything work.
So far, there are several temporary solutions:
- use the Normal profile,
- use old versions of the mod (1.1) from 2022,
- you can remove red marks from the compass using third-party mods for more hardcore and realism
v.1.24
One more question.
CombatEnhanced-Package at Fallout 3 Nexus - Mods and community
Has this mod caught your eye? How much it may overlap, conflict with yours - it also partly deals with stealth...I think there will most likely be a conflict...Your mod is extreme and hard - just FIRE!!! Fights and situations are really fun. Just have time to jump away...:-)))
Try experimenting with different combinations of these modifications.
It is important to keep in mind the loading order in the mod manager, as the mod loaded towards the end of the list takes precedence over those above.
I am glad that a solution has been found :)
What difficulty level do you use for this mod (Normal, Hard or Extreme)?
What battle tactics are set for Clover?
Do you have the opportunity to send me your save with Clover?
I love these kind of mods btw I always make something similar for myself in my bethesda games.
Of course they will react to your shots and not stand exactly in one place.
The ancient game engine does not allow to endow bots with advanced intelligence. However, I think that compared to vanilla settings, this mod still makes the behavior of enemies more interesting.
P.S.
Which profile did you use? Normal, Hard or Extreme?
(Im just talking bout the Normal level of this mod, not hard/extreme modes)
I think that using a weapon with a silencer will still contribute more to a quieter passage of levels than using a shotgun.
I need to test this aspect at my leisure.
I managed to silently eliminate several raiders in a single patrol.
Version 1.1 is ready