Can we please make it so enemies can't just block like this is Yakuza 3? It makes using any melee weapon impossible against melee fighters because they just block and do nothing else.
I can't say which of the two is superior or inferior, as both have similar mods, but maybe I can say that my mod doesn't exactly focus on realism, it focuses on an AI behavior that matches your personality and race, the other mod focuses on an AI behavior that seeks to be more realistic in some aspects. I think they are not compatible.
PANPC uses F4SE and other under the hood scripting to achieve its effects. This mod appears to modify combat styles, which will not conflict at all. NPCs will just behave differently based on the new values.
Unrelated: I'm down to try this out when I come back in Fallout 4 in a month or so. Only thing is, I don't think the Super Mutant adjustments to utilize cover will work that consistently because they are scripted to berserk most of the time. Which is of course why they act like idiots. I read the vanilla script, From SuperMutantBerserkerScript the important parts to look at are:
Spoiler:
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CombatStyle Property csSMBerserker Auto Const {Combat style to put actor in when min health percent is reached.} float property minHealthPercent = 0.75 Auto Const {Heath percentage for switching combat styles.} float property ChanceToBerserk = 0.5 Auto Const {Chance to go berserk at min health.}
and
;Change combat style to berserk attack SetCombatSTyle(csSMBerserker) ;self.EvaluatePackage()
So, supposedly if you set up csSMBerserker to be more defensive, and / or a duplicate of the original behavior you are looking for. Perhaps you'll get the intended effect all the time.
Use them both, vanilla combat styles are generally too passive. And you can always make your own tweaks in Fo4 edit or use PANPC's accuracy slider for farther fine tuning. Bozart sold me on switching over to this one.
alright cool thx for the explanation. it also dawned on me there are few ai related combat mods out there but what I could think of/ using now are "arbitration" and "AI edit and complex sorter NPC scaling" ,and this will definitely incompatible with this mod.
My understanding of PANPC is that it will override whatever combat settings are there. He also does a lot more than what can be done with a non-scripted mod. You can read in the mod details over on his Discord.
I'm interested in trying this out to avoid the script load, even if it's not as nuanced as PANPC, it could be worth it. Curious as what people think of the difference.
On a side note. Raider accuracy is quite a bit higher than vanilla so if you play with a lot of damage coming your way you're gonna get pelted hard.
I dont do discords. That sadly might be a deal breaker, as I really dont want raiders just sniping me out at every gunfight. I wish there was a version that didnt touch raider accuracy
Easy to change in Xedit. It's like two values. I can do it for you! Haha. I'm not sure how accurate they will be with this mod but I now it is a bit higher than Vanilla. I'm not sure what those numbers look like in-game, you know?
Hi, first of all just want to say thank you for your work. A small question, I am using Fallout Commander ( FCOM ) , will this AI mod affects the soldiers I create with the FCOM mod ?
I know this probably doesn't work with PANPC, but would it work with arbitration? I switched from PANPC to arbitration a while back to ease up on the script load, tho recently I upgraded my pc so it might not matter as much now, but I thought I'd ask anyway. I figure they also do similar things probably
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It's like they are just standing there and will spam block you.
https://www.nexusmods.com/fallout4/mods/58451
I assume something like Mutant Menagerie isn't touched at all by this mod?
Mod link: https://www.nexusmods.com/fallout4/mods/27763?tab=description
Unrelated: I'm down to try this out when I come back in Fallout 4 in a month or so. Only thing is, I don't think the Super Mutant adjustments to utilize cover will work that consistently because they are scripted to berserk most of the time. Which is of course why they act like idiots. I read the vanilla script, From SuperMutantBerserkerScript the important parts to look at are:
CombatStyle Property csSMBerserker Auto Const
{Combat style to put actor in when min health percent is reached.}
float property minHealthPercent = 0.75 Auto Const
{Heath percentage for switching combat styles.}
float property ChanceToBerserk = 0.5 Auto Const
{Chance to go berserk at min health.}
and
;Change combat style to berserk attack
SetCombatSTyle(csSMBerserker)
;self.EvaluatePackage()
So, supposedly if you set up csSMBerserker to be more defensive, and / or a duplicate of the original behavior you are looking for. Perhaps you'll get the intended effect all the time.
I hear its not, but it kinda is
I'll give this a go
I'm interested in trying this out to avoid the script load, even if it's not as nuanced as PANPC, it could be worth it. Curious as what people think of the difference.
On a side note. Raider accuracy is quite a bit higher than vanilla so if you play with a lot of damage coming your way you're gonna get pelted hard.
That sadly might be a deal breaker, as I really dont want raiders just sniping me out at every gunfight.
I wish there was a version that didnt touch raider accuracy
I'm all thumbs
A small question, I am using Fallout Commander ( FCOM ) , will this AI mod affects the soldiers I create with the FCOM mod ?