0 of 0

File information

Last updated

Original upload

Created by

Sintax

Uploaded by

Sintax

Virus scan

Safe to use

50 comments

  1. Spherikal
    Spherikal
    • premium
    • 27 kudos


     
    In response to post #38936425. #38941720 is also a reply to the same post.


    Spoiler:  
    Show

    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?
    1. Sintax
      Sintax
      • supporter
      • 21 kudos
      Go the the menu and choose Gameplay, then Settings, search for fDetectionSneakLightMod in the Filter field, then click it to change the value.
    2. Spherikal
      Spherikal
      • premium
      • 27 kudos
      Awesome! Thank you very much!
    3. jimcamb
      jimcamb
      • premium
      • 12 kudos
      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.
    4. YarosYaros
      YarosYaros
      • member
      • 0 kudos
      there is another mod for flashlight detection https://www.nexusmods.com/fallout4/mods/76586
  2. LateralusXs
    LateralusXs
    • supporter
    • 0 kudos
    is this compatible with STEALTH and DETECTION SYSTEM Mod
  3. BlauFusion
    BlauFusion
    • member
    • 0 kudos
    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.
    1. zed140
      zed140
      • premium
      • 380 kudos
      They can't because no documentation exist, they just change variables and eventually test if that change a thing
  4. insolentius
    insolentius
    • member
    • 5 kudos
    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.
    1. janedynamite
      janedynamite
      • member
      • 12 kudos
      ?They often jump to their deaths from great heights to investigate 'suspicious' sounds

      I'm laughing haard at this lmao

      this happens in the vanilla game I'm pretty sure, very rare though
    2. streetyson
      streetyson
      • member
      • 146 kudos
      Could be why Bethesda kept their investigation time limit so minimal, to minimise exposure to their own crappy mechanics.
  5. 12345678aaa
    12345678aaa
    • member
    • 1 kudos
    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.
  6. Kryyss
    Kryyss
    • member
    • 2 kudos
    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. 
    1. Jacquar
      Jacquar
      • supporter
      • 0 kudos
      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.
  7. jz3515
    jz3515
    • premium
    • 2 kudos
    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..
  8. ozian1
    ozian1
    • member
    • 0 kudos
    good mod but make the game much more diffcult . wonder if you can add menu to mcm
  9. highhthere
    highhthere
    • premium
    • 361 kudos
    Very late to this mod but glad I finally came across it!
    Thanks much n.n
  10. deleted4896204
    deleted4896204
    • account closed
    • 20 kudos
    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.