Fallout 4
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Thumblesteen

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Thumblesteen

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106 comments

  1. yuk75
    yuk75
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    I love this idea!! I LOVE and ADORE your original mod, it is so fucking GOOD to have enemies actually chase me down!!

    The first time I encountered its mechanics I'd wandered over to Sunshine Tidings (where I had no business as a newbie) and the raider on the overpass one shot me 4 times in a row (I have essential player because reloading feels stupid/cheaty because I know what's going to happen and I hate load screens so I just kind of sat there like a downed NPC in shame, every time I got up he'd shoot me in the head as I tried to crawl away, Chumbawamba playing in the background and all LOL) and I could NOT escape him. I'm going to have to have a very specific setup over there to protect my people. AS IT SHOULD BE.

    The next time I encountered it was actually at Lexington (because I wanted Ada so I could build robot provisioners because I thought it would be badass to see yellow happy-faced sentry bots roaming the commonwealth). I was terrified fatman bro was going to do his thing and murder me (every time!) but he was murdering ghouls, and so with him distracted I thought I had the upper hand until I was ambushed and flanked by at least 3 different sets of ghouls one after the other as I ran for my life (I have a ghoul overhaul mod and these guys were wearing armour it was the first time I encountered them too and it was scary in the best way!), and then while on the rooftops raiders snuck up through the building to get me. It was amazing. I LOVE IT!

    And this scares me. Which is why I have to install it. I have to know what will happen. I have to search more for the bosses. I have to stumble upon more bodies because enemy groups have fought and I get to play scavenger or sneak past while they're busy. I feel like the raiders are worth engaging and even if I don't they engage with me and I LOVE THAT.

    I have a small request for you to consider if you're open to it.... I feel like you're the mad genius who can do it. I used to play with War of The Commonwealth which was really good but caused so much lag and issues with save games, I had to restart because of it. Realistically the game doesn't necessarily need it with this mod allowing NPCs to wander around anyway as the commonwealth already feels so much more alive with Real.AI....which is why I want to ask you to consider a mod idea: I want to increase the vanilla spawns of enemies. I want randomly 2, 3, 4, 5 times the amount of them. I want to rock up to Lexington and not know if there's 10 ghouls or 50 that day. If Corvega has 10 raiders or 50. I don't want to keep rocking up and knowing there's exactly 5 raiders and they are usually in x position (though Real.AI has already moved them anyway so it does feel so much better with it). I want to have more variety in the amount of enemies I face and it to feel less routine. I want to have to think through my strategies. I want that chaos. I want more, mad genius, more! :D
  2. werebearhell
    werebearhell
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    its the season of the haters, let them cry face goodjob thumblesteen F the haters <3, this stuff is godlike
  3. Greymen
    Greymen
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    Small issue i've been having between the 2 main Real.Ai is that quest givers and notable npcs will roam and be hard to find sometimes

    Most notable issues: USS constitution before launching/before you take a side. Due to the ghouls and bugs near by, the main npcs for the humans wandered off to help the bunker hill guards. So when it was time for me to talk to her I found her...huddled in a corner over a kill she made like a good 100+ m away from the Quest marker. but due to the way the Quest is marked it looks like I'm suppose to go to the house/safe area right around the corner from the ship, which only has some of her men roaming.
    1. Boogidycrook
      Boogidycrook
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      • 0 kudos
      I kinda dig this element to the mod.
  4. Boogidycrook
    Boogidycrook
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    Hey! Thanks for making these mods, Thumblesteen. They immediately became an indispensable part of my load order when i found them a few months back. The organic chaos that REAL A.I. and REAL A.I. Untethered brings to the wasteland, particularly in tandem with other NPC Mods was exactly what I was always looking for. Honestly can't say enough good things about it. Couldn't imagine doing without at this point.

    To try and do my part in steering people towards getting the most out of what the REAL A.I. set of mods can add to your game, here is a few mods I've been running along with REAL A.I. + Untethered that seem to have good synergy straight out of the box.

    NPC's Travel - By adding more roving bands of the various hostile/non hostile vanilla factions, it puts NPC's out in the wild and lets REAL A.I. do what it does best and in doing so makes NPC's Travel really shine. Things happen. These groups are interacting and engaging with all sorts and one another, generally making the world feel more alive. NPC's Travel already did this, but REAL A.I. makes these groups more prone to straying from their intended route, often ending up in unexpected places and circumstances. As long as new faction units are folded into the vanilla lists for their respective faction, they should show up in the groups.

    Fallout 4 AI Overhaul - I slipped this in largely for flavour and doesn't necessarily synergize with REAL A.I. in the strictest sense. AI Overhaul makes those generic NPC's look like they kind of have a life and from my observations with REAL A.I. i they have a bit more liberty to wander about, which gives them an opportunity to interact with more objects in the world space. Good for immersion.

    NPC Accuracy Revised - This just makes a great addition because it makes gun fights more interesting, particularly on harder difficulties. I find they play out more dynamically.

    NPC's Use Items - As advertised. NPC's can use heal/buff consumables in their inventory. Like stims, psycho etc

    Chemfluence - AI Combat Dynamics - Follow up NPC's Use items with this mod, they make a dynamic duo. Juiced up raiders don't fear God or deathclaws.

    REAL.AI + REAL.AI Untethered - Think of this as a cherry on top for NPC behaviour. It's not the star of the show, but it elevates mods like NPC Travels, Mutant Menagerie and really any mods that add more NPC's to the wasteland and produces favourable results combined with the mods mentioned above.

    I haven't taken a closer look under the hood to make sure they are all getting along PERFECTLY, because i'm lazy and they appear to be doing what I want them to with no obvious conflicts. If you'd like to really spice things up, consider some faction mods. They generally gel very well with the NPC Travels + REAL A.I./Untethered combination. Here's a few that have found a permanent spot in my load order. They all work great so far, are unproblematic and seem well implemented.

    Mutant Menagerie - Just adds a whole whack of new wildlife and creatures that can can get up to a whole lot of no good as well as a few extras. Not really isolated to their own little patches. If something catches their attention, they will wander.

    Forced Evolution - Super Mutant Addons - Fleshes out the super mutant faction. Adding some much needed variety and a few quirky, but not unwelcome new units

    DECAY Redux - Fixes up the base ghouls. They also look better in my opinion, less like steamed hams
    FGEP Definitive Edition - Similar in spirit to Forced evolution, but adds a satisfying variety to the ghoul roster
    Very Zen FGEP Textures - Highly recommend in order to pretty up the ghoul variants
    -FGEP is made to utilize DECAY Redux in replacing the standard Ghouls. Should be a patch or it's in the installer-

    Age of Steel - Cybermen in the Commonwealth - Adds an aesthetically lore friendly heavy unit for the institute. Were they early synth prototypes? Who knows, but they fit right in and feel like they belong in the setting. I always love running into these dudes.

    Anyway. I encourage everyone to give REAL A.I. and REAL A.I. Untethered a whirl. Drop it in your load order, forget about it and see what shakes out, you might be surprised. If you run into any issues, just turn the plug-ins off until you are passed the problem spot. I haven't run into any issues yet, but i imagine they could meddle with certain npc/quest jargon.

    Almost forgot to mention. If you don't already have Random Encounter Framework and Hostile NPC Respawn fix, you probably should.

    Cheers.
  5. MMeek
    MMeek
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    Does this work with sim settlements 2? if someone already asked I apologize.
  6. GreyOlaf
    GreyOlaf
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    I like this mod, surprised you locked comments in the main mod., your decision and respected

    Edit: Juicehead gave you a thumbs up, yet you locked comments for support, I am sure you have your reasons. Every modder has to take some rubbish but your post comments were very good overall ..
    1. Thumblesteen
      Thumblesteen
      • supporter
      • 614 kudos
      That's very kind of you. It's mostly because if you give these people a symbolic victory they tend to get bored and move on with their lives (and because I block/delete abusive comments instead of arguing with them). Since I did it I suppose they've found some other misfortunate modder to annoy. Hope you have a good day. 
    2. GreyOlaf
      GreyOlaf
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      aye cheers its a hard internet world, I get it..

      awe the best from Scotland,

      Jim
    3. Thumblesteen
      Thumblesteen
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      Cheers mate, always nice to hear tidings from the motherland. All the best to you as well. 
  7. pojasd
    pojasd
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    does this mod works with VR?
    1. koushkinn
      koushkinn
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      • 9 kudos
      Wondering the same, did you tried it out ?
  8. YeiZoneX
    YeiZoneX
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    Unfortunately, after a few hours of debugging, I found a critical bug with this.

    When you first enter the Mechanist lair, as soon as you reach past the triple door right before the "detection" hallway where the laser archs are (the little control checkpoint where enemy robots first detect you) the game inveitably crashes. As soon as I disabled this plugin, the crash disappeared and I could continue normally.
    I believe there is a weird interaction with this mod and the pre-scripted robots in that area, because when you reach that part the room with the lasers should be empty and enemy robots in the next room should be inactive, but with this mod two sentry bots were active and wandered into the detection hallway somehow.
    Again, the game ONLY crashes when this plugin is enabled as soon as the game loads that cell.

    For reference I was using both Real.AI + Real.AI Untethered. Unfortunately I had to disable Untethered after this, and the game stopped crashing.
  9. superdave
    superdave
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    Wow, just holy crap Batman, I figured I would give this a shot, because Real-AI changed thisvanillahardcorebunchofp***yNPC's into a real game! I got super mutants shooting at me from the satellite array, and I haven't even got to the training "yawd". These mods have made the game...exciting again. Thankyou so much for your hard work.
  10. Clarky346
    Clarky346
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    Do the npcs that wander in this mod, do this automatically or do they only wander and go further when engaging enemies?

    I havent really seen any npc or raider not where i havent seen them before.
    Wondering if there may be a conflict or something,. its possible.
    Only got untethered, no the real ai mod as im using search and destroy lite.