Fallout 4

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SpiderAkira

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SpiderAkira

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About this mod

Overhauled AI for Vanilla + Mod added citizen NPCs. Adds new custom idles and more behaviors to daily life.

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Changelogs
Fallout 4 AI Overhaul
v1.3
Not a combat AI mod.
Getting tired of how dull the NPCs daily lives are? Why doesn’t anyone have any sense of self-preservation? Are they even real humans when they just ignore rad storms while the player gets their DNA blasted?





 "F4AIO" is a quest system that incorporates AI adjustments to the generic NPCs populating Diamond City and Goodneighbor. This makes them react to harsh weather, become a bit livelier and unpredictable in their environments and react accordingly to danger. They may even use toilets for 100^10% Immersion

What it does?

  • Incorporates AI enhancements in the form of a single universal quest system to generic NPCs. 
  • Adds new custom markers and idles inside Diamond City, Goodneighbor and interiors shops, bars and public areas.
  • Changes core game settings to NPC Social & Sandbox AI
  • Directly reworks AI package data to a custom AI Overhaul template for NPCs
  • Quest related NPC's and Guards are left alone. Merchants are excluded from weather behavior.

Schedules:
NPCs now have less static schedules from a complete rework of the default AI packages that is complimented by the dynamic quest AI. They are now much more unpredictable in their daily lives and act more dynamically with the world.

Idle Markers:
More markers have been added in towns and public area interiors only. Some are made custom for dynamic use. There are also sleep areas for NPCs without beds to simply lay down.

Weather reaction:
During harsh weather conditions NPCs without jobs will find cover. Most NPC's immediately seek shelter in Rad storms.

Society & Survival:
The main towns are distinct on how NPCs react to the world. Diamond City residents are less likely to engage in a community wide effort to abolish a single rad roach, whereas the people of Goodneighbor are more likely to help each other out. They will either run home to avoid danger or from you if you attack them.

Other NPC's:
Any mod added NPC's will follow the basic sandbox & weather AI while conditions are met.
Mod added NPC combat reaction will only trigger if they have the Citizen Class inside of those city spaces.


Performance?

-NO permanent alias' in use & No scripts.

-The mod accounts for only 10 additional NPCs which should be enough for mods that add more NPCs while not being overkill on memory. Even though the quest is always running in the background the AI is conditional and dynamic to the atmosphere of the environment.

-This should not impact memory much the fps impact can vary but should be minimal. 

Compatibility: 

-Should be compatible with most mods, especially for NPC cosmetic changes. No vanilla quest or dialogue editing, no navmesh edits, and no NPCs directly edited either. Adds additional Idle and invisible furniture markers around vanilla map layout in town and inside bars, shops and public areas for the radiant AI. 

-There may be a conflict with follower AI tweaks. See "Mod Details:" below.

-I'll make a patched version for the new "Welcome to Fallon's - Revisited" mod. -Finished
Let me know if you find any marker conflicts with other mods so I can make a "all in one patch".

Mod Details:
Spoiler:  
Show

NPC AI:
-Better self-preservation and distinction between enemies.
-Have more varied schedules that can be random.
-Have the basic need for food and sleep.
-Weather reaction.

Core Changes:
fAIBestHeadTrackDistance = 400 (Default 500)
fAIDialogueGunDownTimer = 2.5 (Default 0.5)
fAIDistanceTeammateDrawWeapon = 1000 (Default 2000)
fAITeammateKeepWeaponDrawnAfterCombatTimer = 40 (Default 20)
fAIHelloTimer = 60 (Default 30)
fAIIdleChatterDistance = 1500 (Default 1000)
fAIInDialogueModeSlowDownPlayerDistance = 250 (Default 300)
fAIInDialogueModeWithPlayerDistance = 200 (Default 250)
fAIMaxHeadTrackDistanceFromPC = 1000 (Default 2000)
fAIMinGreetingDistance = 100 (Default 175)
iAINumberActorsComplexScene 40 (Default 20)
iAINumberDaysToStayAngryforCrime = 7 (Default 1)
iAIFleeMaxHitCount = 2 (Default 3)

Sandbox:
fSandboxBreakfastMax = 10am (Default 9am)
fSandboxBreakfastMin = 5am (Default 6am)
fSandboxDinnerMax = 7:30pm (Default 7pm)
fSandboxDinnerMin = 5pm (Default 6pm) 
fSandboxMealDurationMax = 0.50 (Default 0.25)
fSandboxDurationMultEatSitting = 2.5 (Default 1.5)
fSandboxDurationMultIdleMarker = 2.0 (Default 1.5)
fSandboxDurationMultFurniture = 6.0 (Default 3.0)
fSandboxDurationMultSitting = 4.0 (Default 2.0)
fSandboxSleepStartMin = 8:30pm (Default 7pm)

(Editing these could result in weird behavior)
fSandboxEnergyMultFurniture = Default -0.1
fSandboxEnergyMultSitting = Default -0.1


Current affected Vanilla NPCs:
Spoiler:  
Show

Generic Diamond City NPCs
Generic Goodneighbor NPCs
Myrna
Moe Cronin
John
Polly
Piper (not as a companion)
Nat
Solomon
Doctor Sun
Rufus


From the creator of AI Overhaul for Skyrim. I finally made it to Fallout at last after 2 years...Hope you enjoy the tweaks!

I will write up a more detailed article on the specific tweaks/behaviors and how everything works.