Just a heads up, this mod is abandoned and there's a conflict with one of my 150+ mods that I'm not bothering to hunt down which causes instant crash to desktop upon exiting some buildings. Two examples are the Latimer Residence in Diamond City and the Dartmouth Professional Building just outside of Diamond City. Another post a bit further down has the same problem.
Workshop flags being buggered is probably from an old version of the game before that setting was introduced. FO3 & FNV has this setting by default just not as often so I think the engine can handle it.
Interesting mod, but what about deathclaws, mutants and behemoths? Will they follow you into a tiny building too? Or only creatures/humanoids/robots that actually fit the indoor space?
In vanilla enemies already follow you into cells when engaged in combat. I just had several ferals follow me into the National Guard Training Yard. Am I the only one experiencing this because I read others on Reddit also have vanilla enemies following them into load cells?
Maybe im wrong but linked same building cells works as you said, but if you're loading between outdoor/indoor, enemies don't follow. This mod fixes that.
Cool mod, but ultimately flawed. It is truly amazing at times when hostiles follow you and a simple loading screen is no escape, but occasionally how this mod handles hostiles following you makes no sense. Too often, hostiles that are nowhere near you, even outside fighting other hostiles, and they 'follow' you into a building. Further, they are often in the building ahead of you as you load with guns blazing as soon as you finish. Looks like it hasn't been updated in a long time and is therefore unlikely to be tweaked to account for this. Ah, well. Uninstalling. I hope the author finds time to revisit. This is a much-needed addition to the game.
In Heavy modded (240+) game this plugin makes Crashes To The Desktop, so I do not recommend to use it without an update from this author. This is old forgotten Gem I loved to use before.
In the real world you may not even hear someone sneak up on you. This is why this game and others are under the header RPG. During gameplay it is permissible to role-play yourself in game. You may never have seen the guy that snuck up on you or was already in the area. So what changes would you suggest that wouldn't be there anyways as a matter of role-play?
A technical perspective would be useful if anyone could share please. I'm curious about this and seeing if there is some way to make it work through xEdit.
Does one close their eyes and only open them once on the other side of the door, making it so that they are unprepared for a bullet in the face? Does somebody simply open a door in its entirety even though there is likely danger on the other side, or would they peek first? There are some sacrifices in RPGs that must be made since you can't use react exactly as you would in reality due to the limitations of the game engine. I think it would be fairly obvious if somebody follows you through a door, as well as your companions (dogmeat especially) who would be covering all angles.
Anyone know where this setting is in New Vegas? I've tried to add the flags No Combat Boundaries to the encounter zone of the cell I'm working in but I'm guessing I have to create that script first or something because that option is not there. Fallout 3 & NV has this already but I'd like to know what area contains the setting to make it happen more often.
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https://www.nexusmods.com/fallout4/mods/62485
This mod removed some flags by mistake.
You should flag these zones yourself.
I think the idea of this mod is sound, but I'm not sure the FO4 engine is able to handle it.
A technical perspective would be useful if anyone could share please. I'm curious about this and seeing if there is some way to make it work through xEdit.