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razhenta

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razhenta

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9 comments

  1. Norman73Spear
    Norman73Spear
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    I'd like to see a mod... Enemies are average Joe's not Navy Seals. A mod where bandits would miss a lot being scumbags like they are with very low IQs swigging whisky and writing checks they can't cash. Maybe a chest and headshot would be a one-shot kill. Seems to hard at level 1 for me anyway. 
    1. AbbotDBS
      AbbotDBS
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      Try SCOURGE, True Damage and Enemies dont shoot so good. Works great for me. Simple Locational Damage Tweaks or MAIM for body part dmg multipliers 
    2. RottenDeformity
      RottenDeformity
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      I've been using NPC Accuracy Revised and for my pretty hardcore load order it made things more manageable, may worth taking a look
  2. GloriG17
    GloriG17
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    Does this Effect Settlers, Minutemen, and any Other Friendly Npcs?

    Why dont you made Robot workbences shoot accurate too?
    1. razhenta
      razhenta
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      It should affect friendly NPCs, yes. Minutemen & settlers' accuracy mults were increased from 0.75 to 0.8, up to the same value as low-level raiders. Other friendly NPCs should have around the same value.

      As for robots, robots from robot workbenches have been made more accurate, it's protectrons that *weren't* been made from robot workbenches that are less accurate than the rest. I admit that the writing on the modpage might be a little confusing. The reason non-workbench protectrons are made to be inaccurate in the mod is because protectrons can't quickly turn their weapons towards the player like some other robots can. When the player is off-center relative the protectron's weapons, the protectron still shoots its lasers directly at the player, it just doesn't point its weapons at them when it fires. In other words, a protectron can shoot at the player even if its weapons are pointing 10 degrees to the right or left. This behavior is, again, necessitated by the protectron's extremely slow turning speed. When protectrons are made to be very accurate, it can look jarring to see a protectron facing a different direction, but nonetheless landing nearly all of its shots perfectly. A certain amount of weapon spread is needed to make protectron attacks look natural. The reason I made workbench-made protectrons an exception is because the player doesn't have to fight workbench-made protectrons and because I didn't want to penalize the player for choosing protectron robot mods. I didn't want to disturb workbench-made robots' balance. Thanks for the question!
    2. GloriG17
      GloriG17
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      Understandable, Does this Conflict with Combat AI mod called "Arbiration" too?
    3. razhenta
      razhenta
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      A quick search of "Arbiration" doesn't return any results, do you have a link to the mod?
      Actually, I found a mod called "Arbitration" https://www.nexusmods.com/fallout4/mods/2037, I'm assuming you mean that one. I'll take a look...

      I took a look at the mod, and they do conflict. Arbitration basically adjusts enemy AI values to strafe more often, to take space more aggressively, and to be more "flank-heavy." It even makes these changes for enemies that don't actually move (i.e. turrets), which I thought was pretty funny. I made a quick and dirty patch that should show up in the optional files section pretty soon.

      Also, sorry for the late reply. It would be nice if the nexus would send email notifications for stuff like this but I have no idea how to set that up...
  3. wudianlingqi
    wudianlingqi
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    Is our butler also in the "Synths" category? Like Curie?
    *Codsworth
    1. razhenta
      razhenta
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      • 3 kudos
      Codsworth uses the default Mr. Handy combat-style form, which has a 0.95 accuracy multiplier like most other robot CS forms. In other words, yes, he is in the same category. I just added his accuracy mult. to the modpage, thanks for pointing out the oversight!