0 of 0

File information

Last updated

Original upload

Created by

engine level subroutines

Uploaded by

dooderek

Virus scan

Safe to use

Tags for this mod

15 comments

  1. sabster123
    sabster123
    • supporter
    • 67 kudos
    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. 
    1. dooderek
      dooderek
      • premium
      • 27 kudos
      sry late reply, it would not if the new enemies use custom combat styles.
  2. Cookiemonsta234
    Cookiemonsta234
    • premium
    • 1 kudos
    Nice! This is a great alternative to PANPC. The fights are definitely longer. Are you going to apply something like this to companions?
    1. dooderek
      dooderek
      • premium
      • 27 kudos
      companions also have reduced accuracy, except for the synth. IIRC his accuracy is slightly buffed or remained vanilla.
    2. jramsi20
      jramsi20
      • supporter
      • 1 kudos
      I'm wondering how this will work with PANPC, that mod definitely increases the accuracy of humanoid npcs, they are all pretty much equal from what i can tell from playing with it a lot.

      Edit: Did some reading on PANPC, my undestanding is this mod would only apply to NPCs not being 'driven' by PANPC. So basically PANPC would override any other accuracy changes while active.
  3. seraphael
    seraphael
    • member
    • 31 kudos
    How does this mod differ from NPC Accuracy Revised?
  4. Willcario
    Willcario
    • member
    • 8 kudos
    do npcs like the BOS or diamond city security or railroad have their accuracy changed at all?
    1. dooderek
      dooderek
      • premium
      • 27 kudos
      I omitted certain factions as I felt like their native accuracy was fine
  5. EazyHarper
    EazyHarper
    • premium
    • 20 kudos
    Interesting! These settings can be tweaked anytime mid game, right? So if I find issues or don’t like it for w/e reason, I can just forward the old settings (Or remove the ESP/records in the ESP)?

    Also: are those records in “game settings” vanilla? For some reason they are not conflicting or overwriting anything else in the base game from what I can see
    1. dooderek
      dooderek
      • premium
      • 27 kudos
      yes
    2. EazyHarper
      EazyHarper
      • premium
      • 20 kudos
      Nice, looking forward to trying it!  On a related note, do you have any idea wh the “game settings” records don’t seem to be overwriting anything? Are they new records you added?
    3. dooderek
      dooderek
      • premium
      • 27 kudos
      yeah their not suppose to overwrite anything.
  6. NotNotFreeman
    NotNotFreeman
    • member
    • 6 kudos
    shouldnt raiders have better accuracy from a logic standpoint? supermutants would be more able to survive blunders that would kill a raider they therefore dont have to be as good at fighting as a raider HAS to be, Raiders would also have had about 200 years for natural selection to enforce itself
    1. dooderek
      dooderek
      • premium
      • 27 kudos
      The accuracy difference between mutants and raiders is small. Raiders could be settlers, junkies, etc. who decided to turn to that life for whatever reason. IIRC the rangedACC and Power Armor faction of raiders have high accuracy and you could believe them to be the veterans. 
    2. NotNotFreeman
      NotNotFreeman
      • member
      • 6 kudos
      Fair point