Let me know if/why you think something should be changed to make npc accuracy more realistic.
That makes sense - increased gunner accuracy by 10%. They're more accurate than guards and mercs and generally any non-follower, but I think robots/synths would still be a bit more accurate than any human. They're in between atm.
i believe gunners would have a lot more training with firearms than raiders and should be in the same group as synths and followers since they are supposed to be a military like faction that is "feared". other than that this mod is a god sent and will be a permanent on in my load order!
Omg I'm so glad that I found this. I have been playing with realism mods - And it does feel very realistic getting -shot from 600 meters away haha. About to test it out
does this work with non-vanilla NPCs? im running: Synth overhaul (CAST) + SuperMutantRedux + Forced Evolution + gunner overhaul + more enemies + NPC Accuracy Revised mod the enemies still one-shot me as soon as a peek outta cover. Insane 360 hip-fire from a supermutant at least 200 meters away.
Well I would understand accuracy nerfs for raiders, animals and supermutants, but what's the reason for decreasing accuracies for companions??? They all have a 0.60 vanilla value and literally can't hit s#*! with it.
What should be done is INCREASING companions' accuracy according to their training and backgrounds. Hancock, Piper, and Cait should be on par with raiders, maybe a little bit more accurate. But MacCready (a sniper!), Preston (a militia veteran), Deacon (spy) and Danse (BOS paladin!!) must all have high accuracy values. Synths and robots must also be extremely proficient with ranged weapons obviously (especially "terminator" X6-88).
I checked variables that changed, and for my surprise all NPC in vanilla have same 1.0 accuracy, raiders and gunners and casual farmer shoot with same 1.0 accuracy. Cant believe Bethesda did this. This mod sets variable for reasonable 0.2-1.0 values depending of faction, as said in description. And if you have AI tweaks mod you must load this mod last.
thank you for checking up on this mod in 2020! I always get bummed out when I check out a really good mod but then find out that it is a couple years old with no updates of anykind. Tends to make me worry about how stable it is.
Nah, your files are probably modified. Or you were looking at wrong values. The accuracy values are not all the same for everyone, HOWEVER they are not very diverse or logical, for ex. all companions have a vanilla accuracy of 0.60, yeah yeah, the merc sniper, the BOS paladin, the fiery Irish lass, the reporter, even the freaking terminator synth shoot with the same accuracy (low). It's very lame. Shooting mutated animals (bloatflies, bloodbugs, mirelurks) actually are MORE accurate then trained human npcs or synthetic people. That's Bethesda logic.
The mod in question is Enemies Don't Shoot So Good No More, another accuracy nerfer meant to bestow sanity to Fallout 4 players. The author doesn't go into too much detail on his specsbut does mention that named characters retained their higher accuracy as they are bosses for a reason that way. That would include your companions of course...
This mod does not work for me, neither do all the mods that change enemie's accuracy like NPC Worst Accuracy, Pack Attack NPC and Enemies don't shoot so good, does anyone know if there's any mod that may be conflict? PLZ tell me. i've already tried for hours. I would appriciate it if someone could tell me how to fix this!
59 comments
That makes sense - increased gunner accuracy by 10%. They're more accurate than guards and mercs and generally any non-follower, but I think robots/synths would still be a bit more accurate than any human. They're in between atm.
other than that this mod is a god sent and will be a permanent on in my load order!
the enemies still one-shot me as soon as a peek outta cover. Insane 360 hip-fire from a supermutant at least 200 meters away.
What should be done is INCREASING companions' accuracy according to their training and backgrounds. Hancock, Piper, and Cait should be on par with raiders, maybe a little bit more accurate. But MacCready (a sniper!), Preston (a militia veteran), Deacon (spy) and Danse (BOS paladin!!) must all have high accuracy values. Synths and robots must also be extremely proficient with ranged weapons obviously (especially "terminator" X6-88).
The accuracy values are not all the same for everyone, HOWEVER they are not very diverse or logical, for ex. all companions have a vanilla accuracy of 0.60, yeah yeah, the merc sniper, the BOS paladin, the fiery Irish lass, the reporter, even the freaking terminator synth shoot with the same accuracy (low). It's very lame. Shooting mutated animals (bloatflies, bloodbugs, mirelurks) actually are MORE accurate then trained human npcs or synthetic people. That's Bethesda logic.
May i ask what is your opinion if someone else merges yours accuracy mod into someone else mod?