A whole second to react in the dangerous post-apocalyptic world? People with such slow reflexes wouldn't be likely to survive for long. As is, the enemy reaction is hardly instant, as they are fairly slow to turn around and attack you. And why would high sneak slow down enemy reflexes to directional light illuminating his/her field of vision? Makes zero sense outside a system where RPG mechanics negate realism.
I like it It's been getting boring for me for some time now that I shine my light directly at enemies and they still don't see me (even if I have the max sneak perk)
Fantastic idea, works perfectly for the most part... there is *one* and only one drawback I've found so far. If you like dark, multi-level dungeon mods (even some areas in vanilla) where floors overlap on the map, turning your flashlight on will aggro *everything* in range not just the stuff on your floor (gets even worse using perception increase mods for combat AI improvement, things like Real.AI will have whole buildings hunting you ). Just a word of warning... I don't really mind lol. If it was possible to get a fix to block the detection between floors that would be awesome though.
This is an inevitable side effect of detection events. No way around it, as the game does not factor in floors or walls. Disable this function in the MCM if it's too annoying for you. You'll still get the light detection fix
Im pretty sure that there is function in the NIF to disble light, sound, detection range to penetrate structures of all kind. and maybe there is way to force a certain script to disable NPC detection range to penetrate structures of kind x in FormList y. the easiest way i see is to use light detection range as a base parameter to trick AI detection, since AI detection is and should be equally based on light but also sound. all of these should technically almost identially share equal behavior in terms of structure penetration...
Now i cant find the video about how to setup structures to prefectly disable light penetration so i can show you what i mean. Im pretty sure this kind of hack would work perfectly fine...
Question: I´m using the Pip-boy flash light mod but also a bunch of weapon mods. What to do so the light source is not the pip-boy but the weapon flash light accessory?
Should be in the weapon mod. Turn off the pipboy light before switching to the weapon. Then switch on the weapon flashlight. If it's implemented in the mod, and the flashlight is not only cosmetically, it should work.
P.S.: If this doesn't help, ask on the weapon mod site.
Love this but I'm finding the detection acts weird in certain places. For example I entered a subway station and turned on my flashlight and enemies two floors below me were triggered to investigate.
however this does have really fun faction vs faction implications when multiple factions are near you.
Try reducing the detection strength. Worse case scenario you can turn the detection events off if you don't like it. It's not a perfect solution by any means but it's the best we can do with what Todd gave us
37 comments
A second to react would be nice, mabi more with higher levels in sneak.
It's been getting boring for me for some time now that I shine my light directly at enemies and they still don't see me (even if I have the max sneak perk)
Now i cant find the video about how to setup structures to prefectly disable light penetration so i can show you what i mean. Im pretty sure this kind of hack would work perfectly fine...
P.S.: If this doesn't help, ask on the weapon mod site.
however this does have really fun faction vs faction implications when multiple factions are near you.
keep up the good work
i usually would go deeper into testing however i grabbed this and tried it before going to work lol.
I'll post to this what i find/happens after more extensive testing