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 :/
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
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.
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.
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.
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.
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.
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.
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.
.@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.
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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.
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?)))
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.
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.
Amazing work <3
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.
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?