Why is there no "disable own friendly fire" mod out there ? I can't attack enemies like 90% of the time there are friendlies around me because I'll end up harming them along the way. Not to mention most of my weapons do AOE damage. Is that mod impossible to be created ?
@Clievile There's a perk that nullifies friendly damage done to you. I'm talking about the damage I do to them. If I use a fat man on a gunner attacking a pack of my settlers I'm killing everyone. And since it's me the player doing the killing even essential NPCs can die. I lost a quest because of that lol
Just to add things, if they're essential, the NPC is supposedly wouldn't die even if you strapped them with nukes. If your settlers died, I think it's because the NPC is not tagged as essential, but protected instead (similar to essential in that they couldn't die if they're downed, but the player still could kill them and permanently tagged them as dead) or worse, not flagged as both. For example, your companion are tagged as essential. Thus even if you blast them to the moon, they'll just be downed and not permanently dead.
Back to the problem, maybe you could try using some mods like Essential Named Settlers to prevent them from dying?
You think you could make a version where the enemy doesn't use explosive weapons in Close Range? I mean honestly, who would use an RPG in close range? Nobody would be that stupid, well.. Except Bethesda AI.
It seems this mod avoids some of the player's perks being applied to the missile launcher damage (probably to other explosive weapons too). I guess it's because the explosion doing the damage is the secondary one, that is not attached to player in any way.
Yes, this mod made a neutral explotion, which does not belong to PLAYER, so the perks won't make effect. My solution is delete the vanilla perk, and put another perk on where it was.(I made a perk decrease incoming explotion damage to player as replace.)
Don't think this is a bug, it's more about the crappy AI so to stop them from constantly killing themselves which unfortunately they will constantly keep doing with this. The solution would be if someone made a mod that made the AI smart enough to know what weapon to use for short and long distance. Still, thanks for sharing you can never have too much choice.
Strange, I swear Super mutants almost always switch to melee when you're near them. rather crappy AI I blame lazy dev, they have stuff implemented yet too lazy to code it properly. I swear they have all the answers in their hands and they still won't do anything about it. People's been bitching about grenade and melee key binding, FO4 hotkeys delivered, turns out it's already implemented in the game but they chose to turn it off "nah sorry i'm too lazy to code it properly for you pc users, "here take the same version ported straight from the console with the same limited button mapping due to console being console" Then the save bloat from goo and weapons littering that existed since time immemorial in past FO, you can easily turn these off in FO4edit, again, they leave stuff there for us to fix on our own instead of doing their job... I f***ing swear!
I know :\ I gave them the benefit of the doubt before hoping they were telling the truth about "we listen to feedback" but nope, the same bugs from older games and then new bugs showing up that they wont fix either.
I'm impressed, that's an interesting way of fixing this issue, this is a quality of life mod that I have been looking forever for! Ps: Can I ask you a simple question regarding NPC AI pattern? When I wander around and enter combat with a npc, he pulls a missile launcher out of his pocket and hits me point blank, killing me, not him, this mod fixes that, we both die but since I wear dense + padded I survive although low health. Now the question is I want to take it one step closer to fixing this damned Bethesda game and figure out how to make NPC always in "prepared mode" with their weapons out (not holstering,since stupid Beth removed holster animation in this watered down Fallout). Is there a way to make this in FO4edit universally ? Like by messing with AI behavior such as Agressiveness or the like ?
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Back to the problem, maybe you could try using some mods like Essential Named Settlers to prevent them from dying?
My solution is delete the vanilla perk, and put another perk on where it was.(I made a perk decrease incoming explotion damage to player as replace.)
rather crappy AI I blame lazy dev, they have stuff implemented yet too lazy to code it properly.
I swear they have all the answers in their hands and they still won't do anything about it.
People's been bitching about grenade and melee key binding, FO4 hotkeys delivered, turns out it's already implemented in the game but they chose to turn it off "nah sorry i'm too lazy to code it properly for you pc users, "here take the same version ported straight from the console with the same limited button mapping due to console being console"
Then the save bloat from goo and weapons littering that existed since time immemorial in past FO, you can easily turn these off in FO4edit, again, they leave stuff there for us to fix on our own instead of doing their job... I f***ing swear!
I gave them the benefit of the doubt before hoping they were telling the truth about "we listen to feedback" but nope, the same bugs from older games and then new bugs showing up that they wont fix either.
Ps: Can I ask you a simple question regarding NPC AI pattern? When I wander around and enter combat with a npc, he pulls a missile launcher out of his pocket and hits me point blank, killing me, not him, this mod fixes that, we both die but since I wear dense + padded I survive although low health.
Now the question is I want to take it one step closer to fixing this damned Bethesda game and figure out how to make NPC always in "prepared mode" with their weapons out (not holstering,since stupid Beth removed holster animation in this watered down Fallout). Is there a way to make this in FO4edit universally ? Like by messing with AI behavior such as Agressiveness or the like ?