In response to post #38936425. #38941720 is also a reply to the same post.
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Sirk0w wrote: Does this mod affect flashlight detection ? im kind of frustrated by the pidboy flashlight mod as it doesnt affect detection at all even when im directly pointing the damn thing at the enemy's face... saw on your video that it was the case but im not sure lol. so yeah a solution would be awsome ^^.
topeira wrote: yeah. im also looking for a mod which only does one small thing - make you REALLY easy to detect when you turn on the flashlight (only during darker hours like dust, dawn and night).
is there such a mod?
Hey, there is one variable to mod the light detection, it's fDetectionSneakLightMod and it's 2.5 by default. But in my tests, turning my flashlight on makes enemies see me usually. If they don't then you can turn up this number.
Any clue where I might find this value in CK so I could manipulate it?
Arbitration is an old mod; you can install modules including light detection, I use the Better AI combat, Reduced Grenade Spam, the Stealth Overhaul module works for me for light detection.
I'm having a hard time finding documentation on these variables and others. Can you direct me to any? I'm too lazy to try to figure out exactly what each does just based on the variable name.
I have noticed some bizarre behavior from enemies with this mod. They often jump to their deaths from great heights to investigate 'suspicious' sounds. At other times, they'd just keep running against a wall or some other obstacle on their way to the initial area they wanted to investigate. I can walk up right next to them and they wouldn't pay any attention to me until I attacked them.
I use weapons with silencers, so now I kill often by the first shot (the mod increase damage from damage done in sneak). Other hand I did not notice much difference in enemies behaviour. So the mod made the game easier. I assume the aim of mod's creator was opposite.
It's a shame there's no easy way to change the stealth mechanics to be more event specific. Because when you think about most situations, nearby foot steps would never alert anyone that wasn't alone. Be it ghouls, super mutants or raiders the sounds of footsteps and movement would be normal when there are others around. But on the flip side, a gunshot or sound of fighting would trigger alarm for a good 15 minutes or more as they searched the area and finding dead bodies would have everone on alert for hours. By that point, footsteps would then be treated with suspicion.
This is the kind of AI depth developers aren't anywhere near trying yet, sadly. Basic contextual interlinks other than 'idiot' or 'SUSPICIOUS' or 'ALERT MURDER MURDER'.
At least we're seeing more stealth-based games do permanent alterations to state for that instance/period in that area - notably Shadow Tactics and Desperados 3, and I think Dishonored 2 ensure that enemies don't go completely back to their original state, and spread the word that something bad is going on, altering the nature of the mission.
Generally, this is way beyond anything a modder could achieve - it needs too much of a complex foundation.
Safe to compact form id?? I checked fo4 edit and nothing seems to overwrite it..
this is the kind of mod that should have been flagged by fo4edit as espl, yet it did not.. which is whats making me worried if I should compact form id to convert it to espl or should not compact form id at all..
Working great for me so far. Going through raider lairs is now more dangerous and everyone inside will be aware of your presence and actively look for you or even try to corner you if one of them sees you, as it should be (to simulate the raiders shouting out to each other that there's an intruder, which makes perfect sense to me).
I have yet to observe strange/inappropriate/abnormal NPC behavior with this mod, but I'm not excluding it could happen eventually.
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Any clue where I might find this value in CK so I could manipulate it?
I'm laughing haard at this lmao
this happens in the vanilla game I'm pretty sure, very rare though
So the mod made the game easier. I assume the aim of mod's creator was opposite.
At least we're seeing more stealth-based games do permanent alterations to state for that instance/period in that area - notably Shadow Tactics and Desperados 3, and I think Dishonored 2 ensure that enemies don't go completely back to their original state, and spread the word that something bad is going on, altering the nature of the mission.
Generally, this is way beyond anything a modder could achieve - it needs too much of a complex foundation.
this is the kind of mod that should have been flagged by fo4edit as espl, yet it did not.. which is whats making me worried if I should compact form id to convert it to espl or should not compact form id at all..
Thanks much n.n
I have yet to observe strange/inappropriate/abnormal NPC behavior with this mod, but I'm not excluding it could happen eventually.