Fallout 4
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42 comments

  1. clemmerson
    clemmerson
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    Just finished my DT Patch....

    Time to check it in xedit and test it.

    https://ibb.co/vhrx8s2
  2. ChaoSMagnA
    ChaoSMagnA
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    is there a way to change some ai parameters in game settings to stop npc running away at all and just attack? 
    i gave myself complete immunity with a mod that i created, setting "incoming weapon damage" and "incoming explosive damage", "incoming radiation, falling, magic" values to 0
    now all creatures and enemies just flee away in panic when they see me
    is it possible to force them just stop running and put a brainless fight? 
    honestly, i don't want to install dt mod into my game, considering it also has few unpleasant bugs and this mod, seemingly doesn't work without dt mod
    1. Tommy1pizza
      Tommy1pizza
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      sorry for the very very late reaction. But its impossible to change them from running away if its impossible to do damage with their gun/melee so they will flee instead :(
  3. ChaoSMagnA
    ChaoSMagnA
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    can we get a simple mod that just stops npc running away, if they cant damage u, without the ncessity of installing dt mods and stuff like this?
    1. ChaoSMagnA
      ChaoSMagnA
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      does this mod work without dt mod?? 
  4. WerewolfOfTheWater
    WerewolfOfTheWater
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    With the script I'm getting a "Cannot patch weapons due to missing or invalid master plugin" but I'm not missing any masters.
    1. zhu2008t
      zhu2008t
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      you need Damage Threshold - Fools Fight Futilely.esp and enabled before running xedit
  5. DrWukong
    DrWukong
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    This mod was a lifesaver, the broken power armor display and everyone running from me every time I put it on was giving me an aneurysm. Plus I have the Crime and Punishment mod too and I lose karma if I accidentally kill someone fleeing from me, this basically saved my run.
  6. ILive66Failed
    ILive66Failed
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    Can't seem to get this to work, my raiders are still running away from me. I've set the MCM to "Always" and "On," and I'm not sure what else there is to do.
  7. dimedius
    dimedius
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    [deleted]
  8. xenon4ever
    xenon4ever
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    Do I need to Update the Patcher everytime I add another Mod? Maybe the answer is yes but just want to confirm regardless.
  9. Langmans
    Langmans
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    Is your xEdit script a replacer for Zilav's DT patcher or do I need to run it after I generate an ESP with Zilav's?
  10. s20dan
    s20dan
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    The mod seems to do what it says, except NPCs keep dropping a named weapon called "Pipefox" that I can't pick up.
    I'm using the Freeze intimidation overhaul mod which makes enemies surrender if you pass the skill check, I'm pretty sure it's a slight incompatibility between these two mods causing it.

    I'm guessing the "Pipefox" is some sort of fake gun with special abilities to trick the AI into attacking me in power armour?

    Thanks for the mod, it's pretty much essential with the Damage Threshold mods, the NPCs now at least make a token effort to defend themselves. :)