Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Thumblesteen

Uploaded by

Thumblesteen

Virus scan

Safe to use

713 comments

Comments locked

The author has locked this comment topic for the time being
  1. Thumblesteen
    Thumblesteen
    • supporter
    • 603 kudos
    Locked
    Sticky
    There's a reason why I haven't updated this mod or done much with Fallout 4 in ages. And it's because the same thing happened this time that happens pretty much any time I do anything successful: A bunch of preppy middle class people show up to berate me for being mentally ill and getting praise/attention that they feel entitled to.

    Granted, they could just take that attention from me by making an even better mod, but... apparently that's not happening. I wonder why. 

    Moderators have gotten false reports, there's hate threads about me on reddit, people send me harassment in my DMs and then people gaslight me about the whole thing ever happening. 

    Same thing happened with DECAY as well. I lost all motivation because success is extremely punishing when you're surrounded by a bunch of university educated pinheads who have been told that the world is their personal toilet and that human worth is a zero sum game. 

    I get it: Commoners are allowed to vote and work 8 hour days and you can't just pay a local bruiser to kidnap wives for you. The world has changed and now you rely on very pathetic symbols of status to feel important, and I see how someone like me being better than you at something must kinda sting since a bunch of dead jerks with skull callipers told you that you're the smartest and coolest person ever. Aw shucks. 

    Point is: I'm closing the comment section, AND I'm going to keep making mods. Lots of them. Thousands. And each one will be more fun than the last. Thanks to the hangings at Nuremburg, you can't stop me. You lost. I'm here. I exist. I'm a human being too, and just because I'm weird doesn't mean that I have to take a backseat to a bunch of people who put themselves into debt in order to learn something you can basically figure out from Youtube tutorials and a library card. 

    (And that goes double for anyone in the humanities. Why would you take out a loan to read Lacan and Schopenhauer? They're in the public domain for god's sakes!) 

    But hey: At least your diploma says that you're all really smart. 

  2. Thumblesteen
    Thumblesteen
    • supporter
    • 603 kudos
    Locked
    Sticky
    CURIOUS ABOUT WHAT I'M DOING NEXT? CURIATE NO FURTHER!



    EDIT: 
    Also if you're using the legacy build instead of the stable build, then please quit complaining about "detection range" issues. Some people like the high detection setting WHICH IS WHY I INCLUDED THE LEGACY OPTION. It's doing what it's supposed to. Just get the stable version instead. This has already been addressed.


    PSA:
    The .esl files had a problem with them (they used real.ai esp as a dependency, no idea why since I've made similar copies before without that issue but also this is my first time working with esl files so oh well. I will sort it out later, but I feel a bit burned out having just finished yet another real.ai extension. Sorry everyone. It'll happen soon. Promise.
  3. Thumblesteen
    Thumblesteen
    • supporter
    • 603 kudos
    Locked
    Sticky
    Console version is back up again:

    https://mods.bethesda.net/en/fallout4/mod-detail/4341695
  4. CursedVale
    CursedVale
    • member
    • 0 kudos
    Question, would this mod be good for Fallout Frost?
    1. Thumblesteen
      Thumblesteen
      • supporter
      • 603 kudos
      Absolutely. In fact, the main developer of Frost has taken a great interest in this mod. In fact, he won't stop talking about it. I'm living rent free in that guy's head.
  5. KnowingNothing
    KnowingNothing
    • member
    • 0 kudos
    This mod is fun.. for a while. 
    The combat is well made. Being flanked by a group of raiders or gunners is more realistic than vanilla and seeing how the weapons play into how the ai fights is cool. 
    The biggest problem i have with this mod is that the detection radius is too high. You will spend 10 minutes running to a place to talk to an npc for a quest, only to end up searching a area of 1 mile around the npc for whatever that npc is looking for, just because it is still in combat. "Oh you want to talk to this npc? Well go clear out that Super Mutant building that is 3 blocks down the road, because they have spotted you and are now in combat."
    If there was a option to change how high that detection was, i would love that, but right now, i want to be able to do a simple thing such as talk to a npc without killing everything in Boston.
    1. deadzgam3r
      deadzgam3r
      • member
      • 0 kudos
      completely agree with this, i love every other aspect of the mod but it can be a bit irritating when I'm trying to talk to someone and they've clearly had a bad day so they take it out on the radstag 100m away minding its own business.
    2. Panos198635
      Panos198635
      • premium
      • 0 kudos
      Reminds me the old immersive Gameplay mod where you were in combat all the time even in the most abandoned places. so dumb
    3. Stormie
      Stormie
      • premium
      • 43 kudos
  6. FNVPlayer85
    FNVPlayer85
    • member
    • 4 kudos
    During radioactive storms do NPCs go into shelter abandoning all their previous activities?
    1. LunaticDevote
      LunaticDevote
      • supporter
      • 6 kudos
      No, this mod only seems to impact combat AI
    2. FNVPlayer85
      FNVPlayer85
      • member
      • 4 kudos
      Thanks, I found a couple of mods that solve this task, one is called "ItRain", created in 2019 by DieFeM, it can be found here - https://forums.nexusmods.com/topic/5769482-mod-that-makes-npcs-go-under-roofs-when-rainstorm/page/2/

      "Mod that makes NPCs go under roofs when rain/storm. I've done a little mod in which you place a mat in your settlement and, when it rains or there is a rads storm, all settlers go near to it. Only one mat can be placed for each settlement, it doesn't work for robots, animals nor creatures."

      Straight link to Download (delete spaces) - https ://drive.google .com/file/d/1gEs0dok0IHc_ziHMtzZqgk7Fa0Wow_c7

      And the second one is "Fallout 2287 Gas Masks of the Wasteland", it makes settlers wear masks during the radiation - https://www.nexusmods.com/fallout4/mods/17491

      Thus in theory they can probably be encouraged to go under the roof of needed building to the chosen spot with gas masks on their faces. I haven't tried it myself yet, but I'm going to test it.
  7. Rydogg21
    Rydogg21
    • member
    • 0 kudos
    It's OK i guess. Really really dumb AI more like it. - but.

    I liked how enemies flanked and melee npcs went balls to the wall. They also moved from cover to cover quite nicely.

    I seriously disliked the detection radius, so I changed it back to Vanilla myself. Because I've turned Boston into a forest and there's no freaking way someone can x-ray vision through trees and ping me with a pistol.Having them detect 5x further seemed unreal to me. Sometimes they're not even rendered in and there's bullets flying everywhere.

    I also disliked the fact NPC won't stop looting in combat, really kills the whole 'real ai' feel. Every engagement I just scoped out the same corpse and watch his budddies try and loot him only to suffer the same fate. 

    Download this mod if you want to see for yourself..I'm not you, you may like it.
    For now I'm running my own version of this mod, using Thumb's work as a framework.
    1. Thumblesteen
      Thumblesteen
      • supporter
      • 603 kudos
      I honestly respect that. It's cool if you don't like my work, but it's even cooler if you just fix it up to your own liking instead of trying to pressure me into doing it with angry comments. Godspeed friendo. 
    2. DavidsFallout4Mods
      DavidsFallout4Mods
      • member
      • 10 kudos
      Try the stealth detection overhaul.
    3. DBaFT
      DBaFT
      • member
      • 1 kudos
      How'd you change it?
    4. Stormie
      Stormie
      • premium
      • 43 kudos
      How'd you change it?
      Presumably via xEdit.
  8. standingpunk
    standingpunk
    • member
    • 0 kudos
    The whole idea was great, to make a real combat enviorment.
    But actucally, it wll be a chaotic experience.
    You can witness the missionaries fighting raiders across the whole river.
    You can also witness a group of ferals running towards you from a mile away.
    A bloat fly could spot you from a great distance.
    Exterior sneaking could be nealy impossiable since the enemies could spot you once they have eye contact.
    Combat never stops because  the enemies around the whole area could coming here just to kill me.
    Could be fun at first, but now i just cannot keep going anymore.
    Its so freaking tired.
    1. DavidsFallout4Mods
      DavidsFallout4Mods
      • member
      • 10 kudos
      Epic.  Combine this with Deadly Commonwealth and Crowded Commonwealth, More Enemies, then your favorite Raider, Gunner SM Overhauls and BLAMCO you got a hot war in Boston!!!
  9. DavidsFallout4Mods
    DavidsFallout4Mods
    • member
    • 10 kudos
    Unfortunately it's not compatible with Modern Firearms, they refuse to use them and instead run at me and die :(
  10. WaltuhWhit
    WaltuhWhit
    • member
    • 0 kudos
    Honestly, this mod is great. It makes the game much more chaotic and challenging with the way that npcs can spot and shoot you from miles away just like you can, but because of how Fallout 4 as a game worked,  I wouldn't recommend to use this mod on a casual playthrough if you're just looking for something to amplify up the game difficulty because sometimes it can also interrupt or even break scripted scenes.  It's a good thing that there's a fix for sudden combat breaking npcs quest dialogues tho
  11. CodecWolf
    CodecWolf
    • member
    • 0 kudos
    Just a quick question:

    I have noticed no one asked if companions are also affected. So, are your companions just as "free" as the other NPC's?

    I imagine they would be, but asking for a confirmation can't hurt right?
    1. TANTRUM27X0
      TANTRUM27X0
      • supporter
      • 0 kudos
      Also came here for this. It seems like it would obviously do so. Yet, I've seen people say that follower AI and normal NPC AI are two separate things. I would also like the confirmation.
    2. Stormie
      Stormie
      • premium
      • 43 kudos
      Companions are definitely affected by the greater detection range. Which is a good thing, since otherwise they'd be seriously handicapped compared to all the other NPCs.
    3. Thumblesteen
      Thumblesteen
      • supporter
      • 603 kudos
      Hard to explain, but to simplify, there's layers to the AI in the engine:

      1. Data layer (Packages, combat style, AI data stuff like aggro/bravery etc.) 
      2. Data template layer (Basically a set of premade procedural branches so you don't need to config literally everything each time you make a package
      3. Procedural Data (This is what real AI edits.)
      4. Hardcoded Procedures (You'd need the source code to edit this)

      Companions are different on layer 1 and 2, so real.AI affects them as well. 
    4. GrenadeMunkey
      GrenadeMunkey
      • premium
      • 4 kudos
      A good way to describe it is merely to quote Thumblesteen: "...snipers will actually snipe." Instead of being run up on like you and your gang are getting mugged in the modern day by knife-wielding bandits, you are put into the position of having to engage in actual shoot-outs.

      It is the largest change in feel and experience I've ever experienced from a single mod for Fallout 4 with the sole exception of NAC X weathers where the whole world literally catches fire from time to time lol. Which, hey, that's quite a change to compete with, to quote the 40k wiki, despite it not being 40k related, it fits well: "...a run-away thermonuclear chain reaction within the atmosphere of the...world that...rapidly consume[s] all [of] the free oxygen...initiating a planetary inferno that...burn[s] the entire biosphere to ash."

      500 Ω out of 10, best 40k- I, uh, I mean Fallout 4 mod I've ever downloaded, cannot recommend actually engaging AI enough.
    5. HighMood77
      HighMood77
      • member
      • 1 kudos
      well, it is for sure effect the companion, and it is effect them so they become useless most of times!
      all the time ( not most ) when the combat is start they are not here fighting with me, and even after the fight, they just go away wondering here and there in some place in the area, and it is very hard to find them, I have to fast travel to see them again, this is real problem.

      and thank you so much for the mod, it is really make the game ( especially combat and enemy behaviors ) very very enjoyable
    6. Willrkjr
      Willrkjr
      • supporter
      • 0 kudos
      grenademunkey its so crazy bc it's such seemingly small changes too. but for the first time, in the early game i found myself running from fights. granted. I used an alternate start mod that dropped me at the bottom right of the map (a shipwreck start) and the first enemy i saw was a legendary mirelurk, but even after i'd made my way towards diamond city and was going around at like levels 7-10 pre power armor sometimes ppl would start shooting from an overpass and i'd be like 'f*#@ f*#@ f*#@' and have to hoof it bc i didn't have the combat skills to engage with a bunch of gunners firing on me from high ground (at least not without using lots of chems/meds)
    7. nanashi50
      nanashi50
      • member
      • 22 kudos
      Have you all found companions to be more effective with this?

      I'm finding companions to still be rather oblivious to their surroundings. I even tested in a small room where I spawned a ghoul. Ghoul was running behind Piper which she should've heard, but she didn't even react until she was hit twice.
    8. KoTheGuy
      KoTheGuy
      • member
      • 0 kudos
      I just started a new game and partnered with Codsworth and I noticed that he's detecting enemies from really far away and engaging with them. Dogmeat too. It's definitely working with companions.
  12. redwoodrob
    redwoodrob
    • premium
    • 0 kudos
    Thank you for this, it takes the game to a whole new level. I like hanging on the rooftop's downtown and getting sniped is an awesome thing. Are you aware of a mod that cuts down or eliminates friendly kill xp's. With all the killing going on I level faster than I'd like. Thanks you again for this!
    1. Lavire21
      Lavire21
      • supporter
      • 36 kudos
      GCM 
    2. redwoodrob
      redwoodrob
      • premium
      • 0 kudos
      Thank you!
    3. redwoodrob
      redwoodrob
      • premium
      • 0 kudos
      I ended up using Slower Leveling.
      https://www.nexusmods.com/fallout4/mods/36286
  13. manicmoxie
    manicmoxie
    • supporter
    • 2 kudos
    Just thought I'd drop this comment here to let people know, some of the parameters that this mod changes are also changed by NAC: fSneakLightMult, fDetectionSneakLightMod and fSneakLightExteriorMult.

    If you use NAC, you should pick the legacy build and put this mod below it in your plugin order. That way you'll keep the changes related to sound detection, distance checking, improved perception mults for NPCs, how long they look for you and so on, but the values that determine the way light interacts with stealth will still reflect NAC's changes to the game's visuals.

    If you also use 4estGump's AI edits mod, you should load this below that as well, as it covers a few of the same settings: fSneakLightMult, fDetectionSneakLightMod, fSneakMaxDistance, fSneakPerceptionSkillMax and fSneakLightExteriorMult.

    You could also manually patch together the settings you like in xEdit, but if you're not familiar with the process you might break something - don't do it if you're not sure how, ask someone else for help, either on the forums here or on discord.
    1. Stormie
      Stormie
      • premium
      • 43 kudos
      Thanks for that. I've been meaning to post along a similar vein, minus the technical details.
      Basically from what I've experienced playing so far, I've found that Real.AI (stable ver.) works really well together with certain combinations of other mods like the ones mentioned above. Obviously not a must, and is always dependent on personal expectations and preferences. 
      But with some tinkering and being aware of what does what, it can really add to the overall fun factor.
    2. GrenadeMunkey
      GrenadeMunkey
      • premium
      • 4 kudos
      Oh yeah, while I'm on the celebratory wave, thank you manicmoxie for the heads-up. Worked like a dream.
    3. LankySensei
      LankySensei
      • member
      • 1 kudos
    4. LuaValdenTear
      LuaValdenTear
      • member
      • 1 kudos
      do True Storm have any affect to this?
    5. Syndrous
      Syndrous
      • premium
      • 2 kudos
      @LuaValdenTear True Storms doesn't touch enemy AI vision at all, that's a feature specifically of NAC and NAC X if I recall correctly.