Can't express how much this mod actually makes enemies more fun, entertaining and realistic to fight against. No longer do they all have sniper accuracy but there is a clear difference when going against a raider versus a gunner or synth. Will be great to see this attention to detail carry across to Super Mutants and other creatures that shoot like the Anglers and as well as the Trappers from the Far Harbor DLC
Hello! Xbox user here, can this mod be allowed in the permissions section to be ported over to xbox? Really like the changes mentioned and this would be a good addition to load orders for console users. TIA
Playing on very hard with this mod - and many, many others - and having a great time (my first F4 playthrough).
Does this mod increase any race/enemy type accuracy, though?
I can't say this is making the game too easy because I'm still dying more than I did in any Dark Souls game, but I do wonder if the reduction is maybe a bit powerful. Whenever I'm more than 10m from a raider, I feel like they are almost incapable of hitting me. The only other mod I have that I believe impacts health or damage is directhit.
Anyway, excellent work. I definitely appreciate introducing more variance in accuracy of enemy type/class/race.
No, there is not. I love this mod so here is how it works: in the vanilla game enemies have 100% accuracy (they shoot and always hit you unless there is some obstacle in between that absorbs the bullet). Vanilla is made so you use your armor and health to be a HP sponge and tank every shot (after enough levels you are practically immortal with the vanilla game and can tank nukes), so they implemented enemies to have 100% accuracy.
This mod lowers the accuracy to maximum 90% for synths and very low for low rank drugged raiders on the inaccurate end, making the fight much more interesting as you are not automatically hit but can position like in a gun fight (or there are also stray shots that hit wrong targets).
To make it more difficult you can use additional mods that complement very well this one, my favorite are these: NPC Accuracy Revised (obviously this one is the basic) - Damage Threshold framework: each armor has an additional protection value called damage threshold that can actually fully absorb the damage (FO4 vanilla damage reduction will make you always take damage even if you had infinite armor.) https://www.nexusmods.com/fallout4/mods/33760?tab=description (I recommend optional plugin so it does automatically apply to every armor and cloth even modded ones) - Munition and ballistics: make ammunition behave like ammo and not lasers, they have flight time and fall over long distances so you need to aim higher (vanilla has no projectiles, almost all ammo except nukes and rockets are instant lasers) https://www.nexusmods.com/fallout4/mods/69128 - realistic vanilla shotguns: because shotguns are dangerous even more than 3 meters away https://www.nexusmods.com/fallout4/mods/42381 - no sneak attack damage: changes the perk so you do not 1 shot any creature in the game when sneaking https://www.nexusmods.com/fallout4/mods/10678 - movement speed revised: not anymore an arcade shooter like vanilla where you are faster than a leopard and ip around ignoring gravity, actually move like a person, with momentum and weight https://www.nexusmods.com/fallout4/mods/57866 - Take cover: you can use cover and the type of cover has finally a meaning, especially if you also use mods that allow some calibers to pierce light cover https://www.nexusmods.com/fallout4/mods/10875 - Bastion power armor: absorbs and prevent damage until the armor plates get destroyed https://www.nexusmods.com/fallout4/mods/75184 (I recommend you to search here also rarer power armor and no free concord power armor, because now power armor is really strong, but in vanilla you find so many that by level 40 you probably have few dozens power armors parked in settlements collecting dust) - daks ammo rebalance: and finally this, is a robco patcher that allows you to set the base damage for all calibers as you like by just editing the valus in the ini (mod ammo too, unless they have a custom caliber, but is very easy to just copy paste in the ini and add it to the patcher) https://www.nexusmods.com/fallout4/mods/77613
and of course any tweaks that make it harder than vanilla combat system will make it more enjoyable, there are mods to make the damage 1:1 (fair) to reduce HP bloat so player and npcs are not bullets sponges anymore. You get the idea, but the above one will make it for sure hard and rewardingly fun at the same time!
p.S> plenty of mods that increase danger of vanilla energy weapons so they are actually useful or a threat in late game, I just listed those I know are lightweight, compatible and work like a charm with this one! Obviously also npc tweaks like deadlier deathclaw and similar will make encounters actually exciting at any level.
p.p.s> there is always survival that is even harder and better, however consider that is a bethesda game so to prevent frustration you will need extra mod that will allow you to save and to remove some survival mechanics that my just frustrate you if the game crashes or bugs out (they would make sense if the vanilla game wasn't so buggy that quests and stuff could glitch out and lose you hours of progress, so it's a must to fix it with mods)
p.p.p.S> Oh and of course there is this one for a true nuclear option - I know is dangerous for yourself.... but I just love it :D - https://www.nexusmods.com/fallout4/mods/27501
Adding to the list above, Better Locational Damage and Lore Based Power Armor Changes - Redux seem to also be excellent choices to go with this mod and make sure combat is still difficult and realistic. I take these instead of the DT framework and the Bastion power armor.
Edit: "Chemfluence AI combat dynamics" is an AI improvement mod that also goes super well with these as it shares the same author as BLD.
I was just trying this out today with PANPC & PACE, both are loaded as .esm and this is loaded as .esp. Being as PA accuracy settings are controlled in MCM also I'm not sure what affect it has with some creatures. I can say that it seems to be working for bloatflies so I assume that's the case with other creatures that aren't given the PA tactical AI.
In any case I don't find any janky behaviour running the game with both mods, and being as you can set the accuracy for PA AI creatures/NPCs in MCM I don't see it as a problem. Sorry I can't give a definitive answer at this time.
i want to point out that pace and panpc are applied at the engine level so it doesn't matter where you put them at the load order they will always overwrite other mods that change the same things
155 comments
More mods to come as I learn!
im running:
Synth overhaul (CAST) + SuperMutantRedux + Forced Evolution + gunner overhaul + more enemies
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.
Does this mod increase any race/enemy type accuracy, though?
I can't say this is making the game too easy because I'm still dying more than I did in any Dark Souls game, but I do wonder if the reduction is maybe a bit powerful. Whenever I'm more than 10m from a raider, I feel like they are almost incapable of hitting me. The only other mod I have that I believe impacts health or damage is directhit.
Anyway, excellent work. I definitely appreciate introducing more variance in accuracy of enemy type/class/race.
Vanilla is made so you use your armor and health to be a HP sponge and tank every shot (after enough levels you are practically immortal with the vanilla game and can tank nukes), so they implemented enemies to have 100% accuracy.
This mod lowers the accuracy to maximum 90% for synths and very low for low rank drugged raiders on the inaccurate end, making the fight much more interesting as you are not automatically hit but can position like in a gun fight (or there are also stray shots that hit wrong targets).
To make it more difficult you can use additional mods that complement very well this one, my favorite are these:
NPC Accuracy Revised (obviously this one is the basic)
- Damage Threshold framework: each armor has an additional protection value called damage threshold that can actually fully absorb the damage (FO4 vanilla damage reduction will make you always take damage even if you had infinite armor.) https://www.nexusmods.com/fallout4/mods/33760?tab=description (I recommend optional plugin so it does automatically apply to every armor and cloth even modded ones)
- Munition and ballistics: make ammunition behave like ammo and not lasers, they have flight time and fall over long distances so you need to aim higher (vanilla has no projectiles, almost all ammo except nukes and rockets are instant lasers) https://www.nexusmods.com/fallout4/mods/69128
- realistic vanilla shotguns: because shotguns are dangerous even more than 3 meters away https://www.nexusmods.com/fallout4/mods/42381
- no sneak attack damage: changes the perk so you do not 1 shot any creature in the game when sneaking https://www.nexusmods.com/fallout4/mods/10678
- movement speed revised: not anymore an arcade shooter like vanilla where you are faster than a leopard and ip around ignoring gravity, actually move like a person, with momentum and weight https://www.nexusmods.com/fallout4/mods/57866
- Take cover: you can use cover and the type of cover has finally a meaning, especially if you also use mods that allow some calibers to pierce light cover https://www.nexusmods.com/fallout4/mods/10875
- Bastion power armor: absorbs and prevent damage until the armor plates get destroyed https://www.nexusmods.com/fallout4/mods/75184 (I recommend you to search here also rarer power armor and no free concord power armor, because now power armor is really strong, but in vanilla you find so many that by level 40 you probably have few dozens power armors parked in settlements collecting dust)
- daks ammo rebalance: and finally this, is a robco patcher that allows you to set the base damage for all calibers as you like by just editing the valus in the ini (mod ammo too, unless they have a custom caliber, but is very easy to just copy paste in the ini and add it to the patcher) https://www.nexusmods.com/fallout4/mods/77613
and of course any tweaks that make it harder than vanilla combat system will make it more enjoyable, there are mods to make the damage 1:1 (fair) to reduce HP bloat so player and npcs are not bullets sponges anymore. You get the idea, but the above one will make it for sure hard and rewardingly fun at the same time!
p.S> plenty of mods that increase danger of vanilla energy weapons so they are actually useful or a threat in late game, I just listed those I know are lightweight, compatible and work like a charm with this one!
Obviously also npc tweaks like deadlier deathclaw and similar will make encounters actually exciting at any level.
p.p.s> there is always survival that is even harder and better, however consider that is a bethesda game so to prevent frustration you will need extra mod that will allow you to save and to remove some survival mechanics that my just frustrate you if the game crashes or bugs out (they would make sense if the vanilla game wasn't so buggy that quests and stuff could glitch out and lose you hours of progress, so it's a must to fix it with mods)
p.p.p.S> Oh and of course there is this one for a true nuclear option - I know is dangerous for yourself.... but I just love it :D - https://www.nexusmods.com/fallout4/mods/27501
Edit: "Chemfluence AI combat dynamics" is an AI improvement mod that also goes super well with these as it shares the same author as BLD.
[#MOC Combat MAIM_separator]
Condition Boy - Now with Condition Girl
Live Dismemberment - No Increased Headshot Damage
Base Object Swapper
[MAIM 3.02]
[#MOC Combat_separator]
Immersive Fallout
See-Through-Scopes
Real Time Cover Penetration Framework
Bullet Penetration and Ricochet
[SKKCombatStalkers]
SKK Combat Stalkers - MCM Settings Menu
Third Person Melee Tweak
NPC Accuracy Revised
MW Player Hit Sounds and Effects Redux
No Combat Boundaries
Uneducated Shooter - QE Leaning and Gun Inertia
Sprint Reload
AnotherOne Brutal Death
Visual Reload
Shell Rain
Enhanced Blood Textures
Burst Impact Blast FX 9.5
Fatigue - Enhanced Combat Realism
Automatically Lowered Weapons
Unbogus Health Scaling
Third Person First Person Aiming
[#MOC Companions_separator]
[PACE_1.5.2-stable]
Unlimited Companion Framework
[#MOC AI_separator]
Fallout 4 AI Overhaul
AI Edit and Complex Sorter NPC Scaling
[PANPC_2.0.12.2-stable]
Being as PA accuracy settings are controlled in MCM also I'm not sure what affect it has with some creatures.
I can say that it seems to be working for bloatflies so I assume that's the case with other creatures that aren't given the PA tactical AI.
In any case I don't find any janky behaviour running the game with both mods, and being as you can set the accuracy for PA AI creatures/NPCs in MCM I don't see it as a problem. Sorry I can't give a definitive answer at this time.