On a clean, vanilla modlist I ran through covenant HQ (Compound) with a quite a bit of combat mods. Pack Attack, Arbitration, Advanced AI Tweaks, Combat AI Empowered, 4estgimp AI Edit and almost every combination between those.
By far this is the only mod that made a huge difference without straight breaking the game. Currently using it with Arbitration, and obviously putting it below it on the modlist, and frankly despite using Pack Attack for 50+ hours, combat never felt more engaging with the combination I mentioned. Thank you.
their accuracy, aggression and reaction speed are all equal, which i did on purpose so there wasn't a meta. they have the same accuracy as the gunner faction.
Thanks for responding so quickly. So if I understand correctly (please correct me if I'm wrong) Curie becoming a synth still has less accuracy than a synth because she's a companion, but she was a robot before, do all robots in the game have the same accuracy as gunners? What about Valentine? He's a synth but an older model. It starts to get complex when I think about it.
Nick, robot Curie and synth Curie have the same accuracy as Gunners, but any other synth or robot has nearly perfect accuracy. Near perfect accuracy is 1.0, Gunners and companions are 0.95. Raiders are the lowest of all, at 0.90. These small increments make a big difference, you'll definitely notice the difference when fighting synths versus raiders.
Last question I promise, do you recommend giving them a specific type of weapon or choosing a specific companion for their default weapon? And thanks again for your previous clarification.
no, you'll have to download it from Arbitration's page. i don't want to copy other's work, i want other mod authors to get their downloads and endorsements.
hello, please tell me, will the mod work in the Horizon build? you wrote something about the patch in the description, but I tried to find it and couldn't find it. could you tell me where to find this patch?
Thank you so much for your answer! I'll look for it now. by the way, I tried to put your mod on a Horizon-based build, but I haven't noticed any conflicts yet. It seems that even in the mission to rescue Valentine from captivity, the enemies behaved quite cleverly. (sorry for the English, translated by Google translate)
and what is your opinion on using this with SCOURGE and True Damage? i know they are not ai mods but was just curious as i have not even started my game on pc (modding stage) and have PANPC already installed and going to try that out then yours.
FADE works fine in next gen. i don't know anything about scourge or true damage, the only reason they wouldn't work with FADE would be if they don't use vanilla combat styles. make sure you properly uninstall PANPC when you're ready to switch, there's an option in the MCM menu for uninstalling scripts.
Used PANPC for years, but this has now dethroned it for me. Does exactly what is says on the box, and enemies are now actually a threat. Reading that the aggression was jacked up had me worried enemies would be just rush the player down, allowing for easy corner camping, but while they're aggressive, they aren't stupidly suicidal. As others have said, combat is faster, but gunfights are longer, as there's more time spent ducking in and out of cover while spraying at the enemy.
You make some interesting claims, but the mod’s current popularity doesn’t seem to reflect this. Could it be an inverse of Real AI? I’ll test it when I return to the game, but in the meanwhile, a video comparing it to vanilla AI or another mod would help highlight its strengths.
FADE gives me the impression it focuses on hyper-accurate, reflex-driven enemies rather than realistic NPCs prioritizing their own survival, which could sacrifice immersion for difficulty. Personally, I prefer mods that challenge with more enemies rather than risk getting the feeling I’m facing (unfair) 'aim-bots' who exist only to kill me. Is this still the right mod for me?
Also, would increasing the AI dodge chance in the Game Configuration Menu make melee enemies charging the player less predictably easy targets, and pair well with your mod?
"The main reason for a combatant to be in the game is to remove health from their target's health pool. This mod makes them as effective as possible at doing so."
this is at the top of the description page. that tells you whether you want to use the mod or not. if you want raiders to act like stoned, disorganized thugs for maximum immersion, this is not the mod for you.
the mod's popularity reflects the fact that i didn't use a bunch of flowery mumbo jumbo language or inflate its capabilities. everything the description page says is what the mod does, in as much detail as possible. mod authors who are opted into the donation point system have an incentive to lie about their mod's capabilities to make money. i'm not opted into that system and i don't care how popular this mod gets, i made it for myself.
4est Gimp's AI edits literally turns all NPCs into aimbots by giving them all the same accuracy rating of 1.0 (nearly perfect). FADE tiers accuracy based on faction, so raiders will have much worse accuracy than synths and gunners, but still a big upgrade from vanilla. it says all of this on the description page.
you have nothing to lose by trying it. you can install and uninstall at any time with no issues. i'm not going to try to convince you to use it, do as you please.
Thanks for your reply. I merely sought a bit of reassurance that FADE doesn't completely sacrifice realism for the sake of challenge, rather than expecting to be convinced. Ultimately only playtesting will do that for me. Appreciate the clarification on 4est Gimp's AI Edits - I misread the description page and got the impression that yourmod was the one that cranked up the accuracy of every NPC in the game to near perfection (leading to a bit confusion with the other info you provided). I definitely prefer raiders to feel noticeably less skilled/accurate than synths, yet not vanilla bad, for instance. For now, I can only speculate on how your KISS approach will work out for shotgun-wielding NPCs, who I assume are likely to keep their distance as much as any sniper rifle NPC instead of approaching to effective range.
Sounds like FADE not only adds challenge in an immersive way but, due to its self-contained nature, invites users to pick and choose between 'game setting/AI mods' based on preference, as long as your mod gets to override the others. Eager to check it out!
After playing few h with it i have to say such a underrated mod. Gameplay is so refreshing and combat is fast. Also companions are not blind worthless anymore. Thx
66 comments
By far this is the only mod that made a huge difference without straight breaking the game. Currently using it with Arbitration, and obviously putting it below it on the modlist, and frankly despite using Pack Attack for 50+ hours, combat never felt more engaging with the combination I mentioned. Thank you.
scroll until you find Fair Acuracy And Deadly Enemies (HZ). it's its own version, you don't need this one. instructions are in the description
and what is your opinion on using this with SCOURGE and True Damage? i know they are not ai mods but was just curious as i have not even started my game on pc (modding stage) and have PANPC already installed and going to try that out then yours.
Thank You!
FADE gives me the impression it focuses on hyper-accurate, reflex-driven enemies rather than realistic NPCs prioritizing their own survival, which could sacrifice immersion for difficulty. Personally, I prefer mods that challenge with more enemies rather than risk getting the feeling I’m facing (unfair) 'aim-bots' who exist only to kill me. Is this still the right mod for me?
Also, would increasing the AI dodge chance in the Game Configuration Menu make melee enemies charging the player less predictably easy targets, and pair well with your mod?
this is at the top of the description page. that tells you whether you want to use the mod or not. if you want raiders to act like stoned, disorganized thugs for maximum immersion, this is not the mod for you.
the mod's popularity reflects the fact that i didn't use a bunch of flowery mumbo jumbo language or inflate its capabilities. everything the description page says is what the mod does, in as much detail as possible. mod authors who are opted into the donation point system have an incentive to lie about their mod's capabilities to make money. i'm not opted into that system and i don't care how popular this mod gets, i made it for myself.
4est Gimp's AI edits literally turns all NPCs into aimbots by giving them all the same accuracy rating of 1.0 (nearly perfect). FADE tiers accuracy based on faction, so raiders will have much worse accuracy than synths and gunners, but still a big upgrade from vanilla. it says all of this on the description page.
you have nothing to lose by trying it. you can install and uninstall at any time with no issues. i'm not going to try to convince you to use it, do as you please.
Sounds like FADE not only adds challenge in an immersive way but, due to its self-contained nature, invites users to pick and choose between 'game setting/AI mods' based on preference, as long as your mod gets to override the others. Eager to check it out!