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retakrew7

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  1. retakrew7
    retakrew7
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    Sticky
    @ everyone

    how about you check these mods out, they modify the ai-packages in a way that provides a lot more sensible NPC-behaviour:

    Enemy AI - Tactics - NPC Healing

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    or this one:

    MCV - Modified Combat Values


    Note:

    MCV seems to be more compatible in general.

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    For some nice damage adjustments:

    Realistic Weapon Damages NV
  2. Kuko16
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    The PN Patch conflicts with PN REBALANCED COMPLETED from PN extra options
    1. retakrew7
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      Of course it does, how else are you going to overwrite the PN changes?
  3. voidsorter
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    Is silent running perk worth it with the mechanic of the mod? Thanks.
    1. retakrew7
      retakrew7
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      It does make a difference, is the difference it big enough for you to take up a perk slot? Not sure. Test it out and decide for yourself.
  4. LSDua
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    http://www.nexusmods.com/newvegas/mods/51777/?

    How will that mod affect this one? Will it be a positive way?
    1. retakrew7
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      Most likely positive, since you can adjust all setting from that mod.
      Good find I will probably use that mod myself.
    2. boycad
      boycad
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      woah woah use them both this one and that one woah blow my mind.
      its just that I used Cover Based in a previous game build, and found some strange interaction with Project Nevada. But RSO has a specific PN patch. Would anyone here care to guess how this bunch might work together (PN +RSO +RSO-PN Patch + Cover Based Stealth)?
    3. retakrew7
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      My mod below pn, cover based stealth below that. Hopefully that works
    4. assisi
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      Using PN, after that this one with PN patch then cover based stealth (with a few costumizations) and it works just fine for me. Also put responsive kill reactions in it to be sure. But maybe its just bc i use it only few days

      ---

      just realized that the posts were made quiet a while ago and that responsive kill reactions is proposed by author, so nvm me.
  5. zlopez
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    In response to post #19790669.
     

    Put my files below all things containing PN in the name.
     


    thanks!
    great mod
  6. zlopez
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    description says put it after PN Rebalance.esp which i did but then i checked in geck and there is this file PN Rebalance Complete.esp and its overriding your PN Rebalance Sneak Override removal.esp, any suggestions?
    1. retakrew7
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      Put my files below all things containing PN in the name.
  7. FrankensteinDR
    FrankensteinDR
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    Good.
  8. SlendermanJones
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    I'm not sure why, but this seems to make it so that melee weapons aren't silent anymore. Is this intended? Because it's a little weird stabbing someone in the back undetected behind a closed door and then having every enemy in the building run over, burst through the door, see me and shoot me in the face.
    1. retakrew7
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      If you one-hit the enemy while sneaking it should not draw attention from other enemies.
  9. betto212
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    to confuse enemy and keep your position while using not so silenceable ammo 5.56 7.62 or other the practise are use two snipers at same to be more than one bullet whistle so is not possible determine from where the bullets came.
    but on NEW vegas the ai companion is too stupid to do this.
  10. Stenrose
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    Well thanks for checking up on it retakrew.
  11. adman85
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    Well its weird with the ranged ai for instance;
    If I shoot a deathclaw from really far away (scoped weapon) they seem to pick up my location a lot faster than a NPC would, I know lore wise deathclaws are supposed to have better senses or whatever, but in the end deathclaws just seem to react like humans should in some circumstances, and humans act more like ants.

    I understand that the intentions of your mod may have nothing to do with these elements of the game so I apologize if we are getting off topic here, I think we all just seem to find fault with the human AI in some aspect (I also seem to notice a trend of snipers).

    It's not necessarily just the aspect of sniping at a guy and having his buddy next to him not know where the shot came from, its the AI reactions, such as walking back and forth into obvious line of fire range, or the fact they NEVER seem to seek cover or even try hide unless you disarm or injure them.
    Add these small AI faults with reasonably large group of NPCs and a player whos a sniper with some sneak and you end up with some sadly immersion breaking scenarios where people literally line up in your firing range and wait to be shot like badly programmed robots. (unless they were robots programmed to die efficiently I suppose)

    But once again, it's really not your mods concern at the end of the day, unless you chose to try and "fix" these issues, but that may involve more than altering the game settings (then again it may be that easy too, I don't know, I can never alter the settings correctly myself)
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