Not sure if it will work with my other mods but it's worth a try. I had immortal cats being constantly blasted by confused synths at Sandy Coves convalescent home, pausing , washing their face until the synths attacked again
I know this comment is a year late but in theory there shouldn't be a conflict, a mod that allows Synths to wear hats should only edit the hats' Armor Addon section, and should not edit the Synths in any way.
Weird. This used to work. Now in a new game, synths are non-hostile. I tried loading this last, still bugged. Removing the mod fixes it. It used to work... I'm stumped.
Even if it's a bug or oversight (which it probably isn't,) it fits well the established Institute policy of having roving Gen 1 and/or 2 death squads roaming the Commonwealth and murdering anything/everything on sight. When you enter the Institute, Alan Binet makes a half-assed apology for any synth genocide teams that may have tried to kill you under the auspices of "self-defense." It's already canonically established that these synth murder patrols wipe out entire settlements simply to loot them like common raiders (except raiders are more merciful and forward thinking enough to take hostages for ransom, or just periodically shake down settlers,) and Binet effectively says that they're just programmed to kill everything they see and then unleashed upon the Commonwealth with no supervision whatsoever.
That's not exactly what Binet says, nor even implies, particularly since Kellogg is the person in charge of Institute operations, and the one settlement known in the game to be exterminated was done for a particular piece of technology on the direct orders of Kellogg.
I'm just sayin', this seems like much more of an oversight on Beth's part (i.e. Synths have no allies and aren't flagged as "friendly/neutral" as a result) than an actual design choice (cats also just seem strangely flagged in general, having issues with Deathclaws killing them sometimes but leaving the rest of the settlement alone from what I've read). So, thanks Jlauzon for fixing that. If this IS an oversight, do you have any plans on changing the animal AI to be more sane as well (i.e. not having a single bloatfly charge an entire settlement)? Just curious.
This mod makes sense, considering I am 90% sure the Institute created the cats in Fallout 4 in the first place. Unless perhaps their creation grew out of control, and now they are trying to get rid of them..... Maybe this is why they replace people. Not for any vague spy purposes, but to find more cats.
For the hard coded bit, "[ACTOR].SetValue(Game.GetAggressionAV(), [VALUE])" function might work to change NPC bloodlust dynamically (like on cell load) without having to edit the base actors and risk conflicts. I say might since I haven't tried it myself, just saw that's what the base Bethesda scripts do digging through them earlier.
16 comments
I tried loading this last, still bugged. Removing the mod fixes it.
It used to work... I'm stumped.
That's not exactly what Binet says, nor even implies, particularly since Kellogg is the person in charge of Institute operations, and the one settlement known in the game to be exterminated was done for a particular piece of technology on the direct orders of Kellogg.
I'm just sayin', this seems like much more of an oversight on Beth's part (i.e. Synths have no allies and aren't flagged as "friendly/neutral" as a result) than an actual design choice (cats also just seem strangely flagged in general, having issues with Deathclaws killing them sometimes but leaving the rest of the settlement alone from what I've read). So, thanks Jlauzon for fixing that. If this IS an oversight, do you have any plans on changing the animal AI to be more sane as well (i.e. not having a single bloatfly charge an entire settlement)? Just curious.
Thanks for sharing all the same!
Unless perhaps their creation grew out of control, and now they are trying to get rid of them.....
Maybe this is why they replace people. Not for any vague spy purposes, but to find more cats.
wat