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Zzyxzz

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188 comments

  1. NexyZexy
    NexyZexy
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    I used The Midnight Ride, specifically through Wabbajack, to install this. Stability was good until I got to ArcJet with Danse. For some reason, every single time I went to fight the Synths after unlocking the door via terminal, the game would crash. Every single time. Disabling this mod allowed me to get through this portion :/
    1. bp42s
      bp42s
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      • 765 kudos
      this mod is being removed from TMR soon due to issues like this
  2. Phantomvoice95
    Phantomvoice95
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    Are there settings I can use with this to have it only apply to Raiders? I want to use PANPC to manage the smarter groups like Gunners and BOS and Synths, but this sounds like it would be best for the Raiders who primarily use the chems (I figure the Gunners seem less Chem focused then Raiders). Plus with this being lighter weight it helps with the sript weight with RO and RGE
    1. NeOxDrAcO
      NeOxDrAcO
      • supporter
      • 3 kudos
      Did you ever try using the two mods together?
  3. Phlup14
    Phlup14
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    I had to stop using this mod, it somehow made the game easier than vanilla. Melee weapon users would just run around me and not really do anything. Or they would run up to me, miss, then run away and just did a whole lot of nothing. It was cool seeing shotgun users try to get close to you, and there was some other things I liked about the AI, but it seems this mod falls into the same trap other AI mods do by trying to get the enemies to do too much, ending up with them doing less than normal. I still prefer vanilla AI unfortunately. The NPCs use items mod is very nice though and will probably stay as one of my staples.

    Edit: I was testing melee enemies by just standing and doing nothing, so I wasn't damaging them to trigger their flee mechanic. They still run around a lot and don't do much. Probably something with the flank mechanic that makes them useless would be my guess.
    1. ArcanicVoid
      ArcanicVoid
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      Yeah I've noticed some of this odd behavior myself. Seems to just be finicky with melee in general.
    2. Kulharin
      Kulharin
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      • 703 kudos
      :(
    3. deleted216925918
      deleted216925918
      • account closed
      • 1 kudos
      Same issue on my side... Any mod suggestion enhancing the AI without making melee dumber than vanilla game?
    4. seraphael
      seraphael
      • member
      • 30 kudos
      That's disconcerting. Most melee NPCs are already pushovers. Tracking for now.
    5. ledzepiv
      ledzepiv
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      The melee combat styles probably need tweaking. I'll change some values and see how it goes.
    6. Laptoprocker
      Laptoprocker
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      Yeah uninstalled for the time being.
  4. PhoenixKnight13
    PhoenixKnight13
    • member
    • 24 kudos
    Installing this along with NPCs Use Items for a test run together broke my VAFS for some reason... Everything was working fine inside Home Plate when I loaded in. Upon exiting into the main area of DC my VAFS activator suddenly broke for no apparent reason. I'm sure it's a combo of various mods in my load order, will have to avoid for now. The only way I was able to fix was uninstalling both and reverting to the save right before install. The old save was corrupted and still broke upon exiting even without these installed.
  5. MaxDrechsler
    MaxDrechsler
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    Author, what is the problem in itself to put the tag "Broken in Next-Gen Update" to:
    Chemfluence - AI Combat Dynamics at Fallout 4 Nexus - Mods and community (nexusmods.com)
    NPCs Use Items at Fallout 4 Nexus - Mods and community (nexusmods.com)
    ?
    Or you like it when 2/3 of Fo4 players ask the same question?)))
    1. Brennan
      Brennan
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      Agreed. Anything requiring Robco Patcher is broken in NG.
    2. seraphael
      seraphael
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      • 30 kudos
      You act as though you're entitled to the author's free time. This is something you can easily do yourself - it only takes three users to get a tag fixed. If 2/3 of the FO4 player base hasn't done this, they're either too lazy, too ignorant, or they simply don't care as much as you do. Most serious mod users choose to downgrade for compatibility reasons instead of pestering mod authors to act as their personal assistants. As it happens, RobCo to SPID and Plugin Collection has been created for Chemfluence and NPCs Use Items to circumvent the RobCo Patcher dependency.
    3. dooderek
      dooderek
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      you can bypass the requirement for robco by manually adding the perks to the respective race records via xEdit.
    4. grandvil
      grandvil
      • member
      • 7 kudos
      Everyone just remember, don't be entitled like this OP, who the mod author didn't even hear cuz he's busy making mods. I think he's on a Skyrim binge, he'll likely be back to fallout modding eventually.
  6. aristidetorchia717
    aristidetorchia717
    • BANNED
    • 13 kudos
    Can this mod be safely uninstalled?  I like it, I'm not asking because of any issues with it.  
    1. KinataHoru
      KinataHoru
      • member
      • 10 kudos
      Never disable scripting mods in the middle of a walkthrough.

      Chemfluence comes with its own scripts. If you turn it off, you're guaranteed to ruin your save. And you will face the consequences - if not now, then in 3-4 hours for sure.
    2. aristidetorchia717
      aristidetorchia717
      • BANNED
      • 13 kudos
      Thanks, indeed I have started a new playthrough shortly after asking. 
      I gave up on both this and PANPC and decided to stick with simple changes to game parameters instead. 
      This mod has issues with melee AI, while PANPC - even as it's interesting for combat - pretty much destroys any notion of stealth gameplay.

      I visited PANPC discord and mentioned the stealth balancing but it's like talking to pre-school teenager there. So much toxicity and tribalism that I gave up.

      Anyhow, thanks for advice.
  7. KinataHoru
    KinataHoru
    • member
    • 10 kudos
    A great alternative to PANPC. Even with all the compromises, the game does get more challenging and interesting. And at the same time Papyrus doesn't overload like it does with PA.

    Amazing work <3
  8. aristidetorchia717
    aristidetorchia717
    • BANNED
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    .@zzyxzz, rather than asking if this plays well with PANPC, I'm curious if it plays well with PANPC in low power mode? 

    In low power mode PANPC only handles raid parties and extra spawns, keeping all of its main ai logic off. 
    I love what PANPC does on so many fronts, but until it fixes its stealth to a state that doesn't straight up break a key gameplay mechanic, I can't use it. 

    So here I am looking at chemfluence as a lightweight alternative that hopefully retains somewhat functional stealth.
  9. Shadowzhar
    Shadowzhar
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    • 46 kudos
    Does this mod play well with PANPC?
    1. ArcanicVoid
      ArcanicVoid
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      • 77 kudos
      according to some inputs from the Modding Linked discord, yes. 
    2. Roan3
      Roan3
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      • 0 kudos
      Greslin(creator of PANPC) says they do not work together
  10. Ramanuta
    Ramanuta
    • supporter
    • 5 kudos
    Is this mod compatible with the Combat AI Empowered Mod?

    https://www.nexusmods.com/fallout4/mods/72678

    I want to use that one as well, but this one does like the same stuff as that one i think.

    Does anyone know if its compatible? Or if it just buggs out each other?