How To Customize PA-NPC To Your Liking With MCM (Mod Configuration Menu)
last updated 3/11/2018 (PA-NPC v1.5)

I do love me some Mod Configuration Menu.

As of this writing, MCM is not a requirement of PA-NPC.  If you aren't using MCM, however, you're missing out on a lot of good stuff.  MCM users can now make a wide variety of changes to how PA-NPC works, for better or for worse, and MCM allows you to experiment with different modes and settings combinations.  In the future I plan to continue expanding this mod's MCM component as much as is practically possible.

These are the current settings available in MCM, as of PA-NPC version 1.5:

General Settings

Enable Tactical NPCs on load (def: ON).  PA-NPC classifies any non-creature (i.e., non-animal) NPC - basically, any intelligent biped capable of wielding and using a ranged weapon - as a "Tactical NPC".  Tac NPCs can use a full complement of decision-making data in combat, such as high ground estimations and weapon comparisons. 

As non-Tac NPCs depend on a much smaller code set, they are enabled with PA logic at all times.  By default, Tac NPCs are as well.  However, if this setting is turned to OFF, Tactical NPCs will only become PA-enabled during combat, otherwise reverting to vanilla behavior.  Use this feature if you are dealing with serious performance issues, or if PA logic outside of combat is interfering with quests.

Enable Tactical NPC reactions to Deathclaws? (def: ON)  If set to ON, Tactical NPCs will react in a very priority-shifting way to the presence of a Deathclaw, either panicking or concentrating fire for a combined assault.  If OFF, they will react individually to it as just another big enemy.

Display Command/Revenge notifications (def: OFF).  Normally, Command and Revenge actions are done invisibly, not accompanied with any sort of notification to the player.  If set to ON, you will get screen notifications whenever one of these actions are being taken by a nearby PA-enabled NPC.

Combat Profiles

These are the basic combat group templates currently supported by PA-NPC.  As there are many more factions in Fallout 4 than there are supported templates, some are recycled for use in smaller factions.  If any of these are set to OFF, all factions that rely on that template will revert to vanilla behavior.  Use these settings if you want to selectively enable PA-NPC, such as if you only want it to apply to Raiders, or to Synths, or if you don't want it to apply to Super Mutants.  

As of v1.5, the eight standard profiles are:

Raider.  You know these guys.  They're hit and run specialists, love their banzai melee assaults, often do stupid things in a rush of emotion, and just generally like to ruin your day for fun.  The Raider profile applies not only to Raiders, but also to most factions that have raider-like behaviors.  This includes groups such as the Forged, the Trappers of Far Harbor, the Rust Devils, and the like.

Gunner.  The Gunner profile generally is applied to military-style factions that have aggressive, opportunistic postures but generally lack the self-control of the Brotherhood of Steel.  Any faction that is made up of mercenary-style actors who operate with military precision are probably using the Gunner template.

Minutemen.  The Minutemen profile is generally used for guard factions, such as Diamond City Security.  It's a highly defensive profile that prefers grouped, ranged combat.  These factions are not always non-hostile.  The Triggermen, for instance, currently fight with the Minutemen profile.  Disable this is you want the game's guard factions to revert to vanilla.

Synths.  Only two factions currently use the Synth profile: Synths and the Aliens (until I make a special profile for aliens).  This is a highly aggressive profile - even more aggressive than Gunners - that relies on focused fire with ranged, preferably beam, weapons at very high accuracy.

Super Mutants.  The only Super Mutant faction is Super Mutants.  Slow, lumbering, with fairly stupid, one-track minds.  Prefers ranged weapons but won't shy from melee at close range, doesn't care much about cover.  You know these guys.

Settlers.  This is generally the all-purpose civilian profile.  This is the most defensive profile, preferring almost exclusively cover-based and ranged fighting and very likely to fall back and group when necessary.    Workshops NPCs and most other human civilians are in this group.

Brotherhood.  This is another one-group profile, due to the in-game complexity of the Brotherhood of Steel faction.  Basically the Gunners without the opportunistic, hyperaggressive posture, and with more reliance on power armor and military discipline.

Dog/Wolf.  The original Pack Attack profile, this group includes all wild or feral canines in the game.  Does not include pets, Raider dogs, or Dogmeat.  To date, canines are the only animals supported by PA-NPC.


Each of these values acts as a multiplier to a critical value within this mod.  For each modifier, a value of 1.0 means that the existing value should remain unchanged at PA-NPC default.  0.5 would cut that value in half, while 2.0 would double it.  Most of these modifiers ultimately translate into risk adjustments.

Note: Changes to these settings apply equally to ALL PA-ENABLED NPCS in the game!  Change with care!

Minimum Courage Modifier.  When a PA-NPC spawns, they are assigned a random courage value within a set range specified for that combat template.  This alters the minimum level of that range, making it possible for an NPC to be less (or more) courageous than their preset range.  (Note: if you raise the minimum without also raising the maximum, expect undesired results.)

Maximum Courage Modifier.  Same as above, only with the courage range's upper limit.

Max Scan Range Modifier.  When a PA-NPC searches for fellow team members (and enemies), they only scan within a certain radius of their current location, based mainly on the PER stat.  This setting allows you to increase or decrease maximum scan ranges globally.

Active Scan Range Modifier.  This modifies a PA-NPC's existing scan range, which (depending on circumstance) may be wider or narrower than their maximum range.

Minimum Pack Strength Modifier.  The larger this value, the larger a gang must be for individual members to gain a confidence boost.

Enemy Weapon Bravery Modifier.  The larger this value, the more impressed (for better or worse) an NPC is about their weapons vs. their enemy's.  Higher values mean that NPCs will be more wary taking a knife to a gun fight, or a gun to a grenade duel.

High Ground Modifier.  By default, high ground advantage is defined as a Z-axis difference of more than 200 units (about 10 feet in game, or about 1.5 times an NPC's height).  Alter this value to scale that value up or down.

NPC Attention Span Modifier.  A higher value here means that NPCs are more likely to stick to their decisions for longer periods, are a bit less reactive to changes in environment, and is more likely to ignore incoming fire when they're busy killing someone.

Raider Psycho Courage Modifier.  When a Raider triggers the Revenge mechanic, if they are at a certain courage level, they may react by injecting Psycho and going on a drug-fueled rage rampage.  This scales the courage threshold for that up and down.  Generally, a higher value makes the Psycho effect much more likely to happen.

Detection Event Noise Modifier.  Combat detection events are created in PA-NPC when the player fires a weapon, makes a kill, or when PA-enabled NPCs go into extended searches.  This value scales the radius of all of these detection events.  Lower values mean the events will be less noticeable by nearby enemy NPCs.

Extra Spawns

This optional feature allows you to create additional enemies on cell load.  This is an entirely dynamic process, done with a vanilla NPC becomes PA-enabled for the first time.  If the conditions are right, they will "clone" a certain number of versions of themselves.  These clones are taken from the PA-NPC's leveled list, and so each spawn with their own inventory and configuration. 

The number of extra spawns is basically the product of the Base Odds and the Max Clones values.  If you want only the occasional extra NPC, keep both values low.  If you want an enemy army, set both values high.  If you want a low chance of spawning, but crowds of NPCs when it happens, set the odds low and the numbers high.

As of v1.5, extra spawning only applies to Raiders, Gunners, Super Mutants, and Synths.  Future versions of PA-NPC will include the option to selectively turn off extra spawning on specific combat profiles.

The current settings are:

Enable Additional Hostile Spawning (def: OFF).  If turned ON, PA-enabled NPCs will clone themselves into new NPCs and place them near themselves.  The new NPC will also be hostile.  (Note: Clones do not have reproductive ability.)

Base Odds of PA-NPC Clone Spawning (def: 0.35).  This value represents the basic percent chance of any one PA-NPC to spawn additional hostiles.  The default setting, 0.35, translates to a 35% chance that a vanilla PA-enabled NPC will spawn clones of itself.  This roll is only done once, when the cell load.  If the roll is unsuccessful, that vanilla NPC will not create any clones during that loaded cell session.

Maximum Clones per PA-NPC (def: 1).  This value (to a maximum of 5) refers to the possible number of clones a PA-NPC can create if they successfully roll the above Base Odds roll.  The actual in-game count will be a random count between one and this value, so setting this to 5 means that any NPC that successfully rolls the Base Odds roll may now generate anywhere between 1 and 5 additional clones.

Odds Of Spawning A Boss (def: 0.25).  For each individual clone spawn, above, that clone has a certain chance of spawning as a boss-level, a much higher level, a somewhat higher level, or an equal-level NPC to the player.  The rolls to determine this are done from boss to normal, so if the Boss roll fails, the script will make the Much Higher roll, and so on.  This value is the percentage odds for successing on a Boss-level spawn roll.

Odds of Spawning A Higher Level NPC (def: 0.40).  If the Boss roll fails, this is the percentage odds of successfully spawning an NPC which is at a much higher level than the player.

Odds of Spawning A Tougher NPC (def: 0.75).  If the two above rolls fail, this is the chance of successfully spawning an NPC which is slightly tougher than the player.

If all of the above rolls fail, the cloned NPC is spawned at the same level as the parent NPC.

In addition to these settings, the following Extra Spawn settings will be released in PA-NPC v1.51:

Remove Dead NPC Clones On Cell Unload? (def: OFF).  If set to ON, this feature will cause all cloned NPCs to disintegrate upon being unloaded from cell memory (i.e., when you leave the cell).  Parent NPCs will be unaffected.  This is mainly a performance and garbage collection measure.

Scale Extra Spawns to Player Level (def: 20).  If set to any non-zero value, the Base Odds value will be modified against the player's current level, up to the level limit set here.  That means that if the Base Odds is set to a 100% spawn chance, but this is set to 20, then a level 1 character will rarely see any extra spawning but a level 20 character will see it every time.  This can be scaled up to level 100.

Debug Mode

This is a feature primarily for my own use.  Switch it to ON only if you want to see a bunch of screen notifications that won't make much sense to you.

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