Fallout 4
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Thumblesteen

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Thumblesteen

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A small complimentary mod for Real.AI that will give NPCs even more organic behaviour at the nominal cost of compatibility with other AI mods.

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This is a small expansion of Real.AI, this time focusing on package data. In the future I will probably add some more features to this mod, but for now it does a very simple thing: 

It alters a lot of default package data in an effort to permit generic NPCs to wander around in the world and roam freely. As of now it's actually very basic, I want to work on it gradually pending feedback from people who play it. But you should hopefully see an impact in NPC behaviour.

A lot of people describe my core mod as chaotic. Which I have mixed feelings about. On one hand, they say it as a compliment. I get that, I try to relate to what the speaker is trying to communicate rather than my own assumptions about the word. They mean that the world feels less predictable, that they experience excitement and surprises and that they're having fun adventures in a game they enjoy. I certainly don't take issue with this, in fact, it warms my heart. 

But what frustrates me of course is that no mathematician or engineer wants to hear the word "chaos." Anything related to technology is very much anti-chaos. Design and mathematics is about structure and consistency. So I want to clarify this. Because this mod is very much a product of how I've listened to what people enjoy about Real.AI. It adds a further layer of this specific idea of chaos.

You will find NPCs in places where they shouldn't be. Raiders will patrol nearby regions, supermutants will roam around their bases, and yes, even that radiant quest target you're looking for might be out doing errands or something. Untethered adds another layer to the organic behaviour I want from NPCs. 

Another very significant change is verticality. NPCs now have a lot more free reign on moving to elevated locations. They should be able to access buildings and vantage points now.

As of now it's pretty basic. In fact, it's hardly a new idea. There's lots of mods that do the same thing already. The only thing mine does differently is that it's designed with Real.AI's config in mind, and also it's a bit more target-oriented. 

A lot of AI mods tend to be overhauls, doing a dozen things all at once. Touching on AI Data, Package Data, GMSTs, Combat Styles, you name it. They take all the stuff that's relevant to AI, and they edit as much as possible. I want Real.AI to be more compartmentalised and minimalistic, so that you can pick and choose what parts you like and what parts you don't like, and also be able to use them in conjunction with other mods. 

Untethered will only ever modify package data. Nothing more, nothing less. If I want to do something with combat styles (which I am actually working on), then it will be a separate plugin. If I want to work on NPC templates, then that will be its own mod. etc. etc. 

You do not need Real.AI to use this mod, but obviously that's what it's designed for. 

This mod is and isn't tested. The ideas and changes I am implementing have been carefully tested for several years, but obviously the .esp file is new and prone to errors or oversights. So try it with some degree of caution. Should be fine though, but I wish to disclaim this nevertheless.

So to simplify what this mod does: 

- NPCs can now move around more freely.
- They can act even more independently. 
- Only affects generic NPCs, all specific packages related to scenes and quests are untouched. 
- You will see animals, enemies and various other inhabitants of the world in places other than their spawnpoints. 
- Dungeon inhabitants will sometimes patrol and guard the surrounding territory. 
- NPCs can now access places they couldn't before. 
- Made with Real.AI in mind, but can work on its own. 
- Extremely lightweight, no scripts involved and minimal compatibility issues. 
- Should not cause performance issues. 
- Work in progress, but should run fine.