As far as I know, no "AI" mods have ever been able to do this except this mod. Unlike placebos/unproven theories, (in other words, combat style/gamesettings tweaks), this mod works as expected.
I had to write this because
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a guy claimed I stole his ideas (from his brain?). He blocked me so I'm blocking him.
Correct me if I'm wrong but wouldn't this also make shotgun pellets vanish at significantly less range than vanilla? Seems like it would based on what I've had to edit regarding projectiles before.
Changes the range from 10000 to 1000 literally means that, out of range projectiles will vanish and not hit the target. The Flamer projectile reference for comparison on the description should help you understand this. This is the only way it works without placebo theory on Combat AI.
10000 is a bit silly for buckshot, I'll admit. Assuming that range parameter is in game units, 1024 is already a pretty significant engagement range especially indoors if going by game units, and 2048 is fairly close to what realworld buckshot effective range would be in meters. You would have to adjust the spread to account for range changes as well, so you avoid the classic video game shotgun problems of 'it's a melee weapon with a near 90 degree spread and the range of a sneeze with damage to match one nanometer beyond that' or 'it's a sniper weapon with hitscan laser pellets'.
And "... this mod doesn't focus on buffs or nerfs." All this means is that FO4 is a game and shotguns are not real. I don't want to discuss it or come up with anything. This is not a shotgun mod, just a way to affect the behavior of NPCs.
Fair enough. In any case this is something I wouldn't have thought to do since no one has seemingly tried it before or even knew the AI used projectile range over say, weapon ranges as a factor in deciding engagement range. Honestly this is something that should have been made dependent solely on the weapon rather than the type of projectile/ammo it fires. Bethesda doing Bethesda things I guess. I will probably have to look over and reevaluate the ranges on projectiles in my modlist based on this,
Alternative, more complicated solution: Lower the ludicrous spread and range offset used by shotguns, and change their out-of-range damage falloff from 0.1 to something much higher.
For context, most guns in the game have an out-of-range modifier of 0.5. This makes guns less useful at extreme range, but not useless. The shotguns' spread combined with the 0.1 falloff modifier makes them completely useless beyond point-blank range. Even if one pellet hits the enemy, it won't tickle them.
So it's just a different concept. To me, shotgun spread and damage falloff feel not bad, because that's how shotguns generally behave in the many games.Also, as mentioned in the description, this mod does not focus on buffs or nerfs.
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I had to write this because
All this means is that FO4 is a game and shotguns are not real. I don't want to discuss it or come up with anything. This is not a shotgun mod, just a way to affect the behavior of NPCs.
I will probably have to look over and reevaluate the ranges on projectiles in my modlist based on this,
There is also
ProjectileShotgunSuppressor
which isnt patched by your mod currently. ;)For context, most guns in the game have an out-of-range modifier of 0.5. This makes guns less useful at extreme range, but not useless. The shotguns' spread combined with the 0.1 falloff modifier makes them completely useless beyond point-blank range. Even if one pellet hits the enemy, it won't tickle them.
It isn't bad AI. It's bad design.