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JackArbiter

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  1. JackArbiter
    JackArbiter
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    If you have problems uninstalling or updating, one of the most recent Fallout 4 updates (just prior to Automatron) messed up the screen that shows disabled esp files when a save is being loaded and causes a crash, probably due to long file names bumping the text below the message screen.

    This was not ever a problem before, but I can replicate the problem myself with other people's mods.

    The solution is simple: disable a few esp files at a time, save, disable some more, save. 3 or 4 at a time. Will see what I can do about this, but if I update with shorter file names it will cause more crashes since the longer file names will be missing.

    I've brought up the problem in this thread at Bethesda's forums, but since my mod is one of the few that has a bunch of long file names I don't know if they'll try to address it.
  2. JackArbiter
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    If you are using increased detection distance and you can't see actors who are shooting at you, and you have a computer that can handle distance well, go to settings in the game and turn actor distance to max. If you think you already did, double check as this can get reset occasionally, I guess by game patches and such.

    Also, since half the time fog prevents you from seeing the enemy (I think the fog was put there to keep you from being able to see enemies that would not detect you due to the detection distance they have set for the game, which itself was probably to keep npcs from pwning each other all the time) you can add the following to the [General] section of your Fallout4.ini in Documents>My Games>Fallout4:

    sStartingConsoleCommand=cl off;setfog 1 0

    Do not put them on two separate lines, the settings you want initialized all go on that line.

    cl off turns character backlighting off so everyone isn't glowing and it's harder to see npcs.

    If you want the backlighting but still not the fog, just put:

    sStartingConsoleCommand=setfog 1 0

    If you want to compare, while ingame type setfog 0 0 to see the fog come back.

    I have no idea who came up with this but I've seen it posted around.
  3. JackArbiter
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    PLEASE TEST THE RELOAD/WALK SPEED CHANGES TO SEE IF YOU LIKE THEM BEFORE SAVING THE GAME WITH THEM.

    IF YOU HAVEN'T ALREADY BEEN USING THEM, YOUR BEST BET IS NOT TO USE THEM. That said, I like them, and I use them.

    I'm at the point I'd remove them but then people would install a new version and break the old version of them and it'd be even worse.

    Occasionally if you reload a quicksave or autosave the game might apply the reload effect twice, you need to make a regular save and exit the game then reload.

    To uninstall reload or walk speed change (version 0.3 and onward):

    If you have reload or walk speed changes:
    1. Uninstall the "Speed Uninstallation" file.
    2. Go into the game and save.
    3. You can uninstall the speed changes now, or even keep the file active. The changes won't work.

    If your reload speed becomes too slow due to loading an autosave and saving/exiting the game/reloading doesn't fix it, or if you try removing above and it doesn't work:

    Type player.getav 000002d3

    It should be -0.30 (or 0.05 with reload perk).

    If, let's say it bugged and it is at -0.60:

    Use player.modav 000002d3 0.3

    This will add up to -0.30.

    If you uninstalled but it didn't work and it's at -0.30 still:

    Use player.modav 000002d3 0.3 to add to 0.

    If you have the reload speed perk it should be 0.35. In this case if the uninstall didn't work you'd probably have 0.05 reload speed and
    player.modav 000002d3 0.3 would still add to 0.35.
  4. Wasohejda
    Wasohejda
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    for me this mod is still the best in its category even today
  5. sgtsmith15
    sgtsmith15
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    This mod makes the game worth playing, even 9 years down the line. All the other mods i see on Nexus either don't work or make the NPCs more accurate. This mod gives Combat NPCS a playable "reaction time" and they dont just instakill you with VATS due to this feature. All the other NPC aim reduction mods turn npc aim down from 100% to 95%  whereas this mod enables you to play the game while still being challenging. Now i can enjoy More Enemies and WoTC without the testicular torsion. Big upps
  6. sleamaster123
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    Can i mark this as light or does it not work like that?
  7. rasonage
    rasonage
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    is this compatible with Pack Attack NPC?
    1. rayrex
      rayrex
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      I'm a little late to this, but for anyone else wondering - yes it is, and they work f***ing amazing together.

      Both mods work differently enough so as to not conflict / CTD, or make NPCs do anything derpy.
      Arbitration's settings give Pack Attack a "rule set" to work with that translates super f***ing well to FO4's gameplay.

      You're gonna feel like you're playing a completely new game!
    2. Plaguetard
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      Thanks for answering that, I was wondering the same thing
    3. vainth
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      I have a question. Tho doesn't PANPC practically takeover Arbitration's settings? Just curious.
    4. JemusuDakuArashi
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      User above, I'd say yes. No conflicts may show in FO4Edit. However you should take into consideration runtime conflicts. Both mods want an NPC to do different things can lead to logic errors causing the AI to be buggy. It may be common or uncommon. But frankly it's a bad idea to use both. However I read PANPC uses custom scripts & this just edits base vanilla behavior so it is up for experimentation.

      Edit: Testing they do work together quite well. No problems so far.
    5. Desie
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      Since were past a few years since the mod authors last pinned comments, I think this specific comment is more relevant around 2019-2021 and should also be pinned to top. Especially for those lucky enough to have PACK ATTACK mod before it was removed.

      Thanks for the info.
    6. DropKicknNinjas
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      @JemusuDakuArashi Hey! Did you dig into this any deeper by chance ? Were there any issues as you possibly continued to test the 2 mods together ?
    7. seraphael
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      Arbitration was the best AI mod for a long time, but is showing its age now. Greslin, the author of PANPC, recommends but one supplementary combat game setting mod: 4estGimp's AI Edit and Complex Sorter NPC Scaling.

      Combat AI Empowered is very similar to it, and should be a decent alternative to AI Edit. Fair Accuracy and Deadly Enemies (FADE) could be a good supplement to all of these (loaded last) for its pure AI combat styles tweaks. I would highly recommend NPCs Use Items (allows NPCs to use stimpaks and chems). Chemfluence is a less scripted alternative to PANPC which delve into chem use. If you want to deal with FO4's bullet sponge issues, consider Scourge and/or Better Locational Damage. While Game Configuration Menu is essential for any load order.
  8. Jifors
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    Hello, thank you for your amazing mod, please advise.
    I use a set of mods:

    • Arbitration
    • Real.AI
    • Better Companions
    • Amazing Follower Tweaks
    • Amazing Follower Tweaks Plus
    and I can't figure out if it is possible to use your mod with the ones listed above? If so, in what order should they be placed?
    I use them all together with your mod, since each of these mods does something new that the other mod does not.
    I would be very grateful for your help!
  9. DropKicknNinjas
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    Excellent mod! a credit to the mod author. An absolute must have for me from now on. 👍 

    Edit: I dont believe the damage multipliers are working correctly, is it safe to uninstall these Esps without reverting back to a save without them ? 
    1. JSolvent
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      did you ever find a cause or solution to this? I am currently noticing damage problems but everything else seems to be working fine, AI edits and stuff
    2. DropKicknNinjas
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      What I ended up doing was disabling the damage multiplier eps from this mod, Installed a mod called Survival Options and used the damage multipliers from that one. it worked perfectly and never had any issues.
  10. Sharkworld78
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    almost a DECADE later and still the best combat mod out there for fallout 4; believe me, i've tried them all and arbitration blows them all out of the water assuming quality to be a function of simplicity and effectiveness. 
    1. nicknight
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      Yup, I agree! Though I haven't tried any other of them. But this mod still kicks!
    2. bigcity
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      Have you tried horizon?

      Horizon does a lot of good things, but if combat is not better than abritation, i should just uninstall horizon. 
  11. CGLoonie
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    How should I play with incrised damage cuz I want game to feel fair in a way.
    I played on recomended and truth be told I was BIT too strong I feel and I was using comando (lv3)+life giver (maxed) and truth be told I felt like I was unkillable while oneshotting everyone.
    What are your recomendation for that to keep it balance but also to avoid bulletsponges?
  12. romeoimdrunk
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    some questions is it safe to install mid playthrough, if i double the damage on my survival save is it gonna double the survival multiplier damage to 4x or the mod rewrites the game so its 2x as normal?
  13. JSolvent
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    Does anyone know if the recent (may update which broke like everything) broke arbitration in  some way?
    The ai, grenade spam, all that stuff seems to be working but i am dealing WAY less damage than i should be with the multiplier to max. It took me 3 shotgun shells to kill a bloatfly just outside of sanctuary at the start of the game, when my 10mm was a one shot previously.

    I've reinstalled, checked that my plugins are recognized and loaded. Only thing I havent done is re-download the entire archive and go from there. my internet is terrible so id like to avoid re-downloading if anyone has insights.