Fallout 4
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LarannKiar

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LarannKiar

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About this mod

Turns off AI detection for hostile NPCs until the game is faded back in after fast traveling or using a load door.

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About this mod:

If you ever got annoyed that upon fast traveling or using a load door, hostile NPCs' AI detection gets turned on seconds before the game actually fades back in which causes them to instantly spot and start shooting at you while you can't even see them, then this mod may sound interesting to you.

It delays hostile (and only hostile) NPCs' AI detection until the game completely fades back in. So, instead of the vanilla "turn on AI detection when the game starts fading back in", it turns on AI detection "immediatelly after the game has been faded back in". Also, it makes the player and their (both vanilla and mod added) companions undetectable by them for this short period of time. To keep the mod lore-friendly, I didn't set the timer too long but it should give you enough time to react... to start shooting first or running off as fast as possible.

As for fleeing, you may not be able to run away without generating an AI detection event (alarmed state, i.e., [CAUTION]) especially in a large exterior location with no cover but you will probably be able to get far enough from any hostiles before they could actually spot you (targeted state, i.e., [DANGER]). There shouldn't be any problem with sneaking out through a door you just entered though...

Notes: the mod works with any kinds of "fast traveling", the Pip-Boy fast travel, load doors, Console command based location changes ("COC" and "MoveTo" commands) as well as Papyrus script triggered teleporting. I don't know if there's already a mod that has similar feature but if there is, please, no need to let me know about it in comments. I know there are "fast travel to settlements only" mods but I practically made this mod because even settlements can't be a safe fast travel location due to the vanilla random settlement attacks that may spawn 5-6 Super Mutants with Miniguns without performing a player - settlement location distance check...

Vanilla (upper) vs. Mod delayed (lower) AI Detection






Ability to turn on/off the mod:

If you'd like to, you can turn on/off the mod without actually deactivating its plugin (.esl or .esp, it's optional). The console commands:

[StopQuest FastTravelAIDetectionFix_Handler] ==> Shuts down and turns off the mod (vanilla AI detection behavior will be reactivated)
[StartQuest FastTravelAIDetectionFix_Handler] ==> Turns the mod back on (while resetting it)


Optional feature: Delay AI Detection On Save Game Load:

Optionally, you can configure the mod to delay hostile NPCs' AI Detection upon loading a save game, similarly when fast traveling. This feature is turned off by default. You can turn it on/off with these console commands:

[Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 1] ==> Turns on hostile NPCs' AI detection delay on save game load
[Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 0] ==> Turns off hostile NPCs' AI detection delay on save game load