For anyone else wanting to fix the few issues with this mod, I believe I have capped the issues concerning suicidal weapon-pickups and the robot's perpetual weapon-cycling. Opening the plugin in FNVEdit, I removed these specific records:
As for the General Oliver fight, I believe him not fleeing has something to do with the confidence edits, but I'm not certain on that point and don't want to remove those for one NPC, so yeah. But as this mod is purely GMSTs, it should be safe to disable the mod for that portion of the game then re-enable after...you'll just have to fight dopey NPCs for that section.
I'll report back if I find any further fixes/tweaks.
Edit: On further testing, I realized that the setting fEmbeddedWeaponSwitchChance is set to 1.00000, which is equivalent to 100%. I'm assuming it was probably meant to be 0.10000 or 10%. Explains the robot's behavior, and setting it to 10% seems to fix that. Up to you whether to delete or modify the WeaponSwitch settings.
Thanks for this man. When i first installed the mod i never came across these behaviors from the robots, neither from the npcs, but after a while the npcs indeed displayed the gunpicking behavior. Robots though never had any problems... weird. Anyway man, thanks for this you mod is fkng awesome.
It would be great to upload these changes as a new mod, but nothing is said about permissions on the mod page. Does that mean there are no permissions, or does that mean the mod doesn't grant you any permissions?
Hey, do any of you guys know if pickupmeleedistancemin and max are determining in what range from the AI they will search for weapons? I also thought it may be distance to player, so i'm just making sure. I'm trying to tweak to keep the values but am kinda new to directly editing esps.
For some reason Wrye Flash gives me a warning of ""The following mods have unrecognized TES4 header versions: CombatEnhancer.esp"" when this plugin is loaded. Is this anythign to warry about?
kinda late but if someone else want to know open the plugin in FNVEdit click on File Header and edit the Version number to "1.340000" , save it and close. that should fix it
I found this shouldn't be used with Enemy AI tactics mod as it makes AI very lame and passive, they take more cover be that is, they become very passive. Better use only Enemy AI tactics mod and not this
This mod makes npc's combat behavior so much more interesting.... Npc's run for cover (while shooting you) if there is cover to be found, at other times they shoot you from afar and try to kite you. Other times they try to approach you slowly while shooting with better aim, shooting from crouch (maybe that was already in vanilla, i really don't know) and even flank and surprise you. I don't know how much work went into this, but it is damn impressive. There's nothing terribly wrong with this mod, don't trust the comments. Most people have no idea on how to mod the game, the install mods recklessly and then when something does not work correctly they blame the mods. Yes, every now and then it is the mods fault, but it's not the case with this one. I tested this mod and there's nothing wrong with securitrons and robots generally. I also never noticed npc's trying to go for weapons mid fight, maybe it is a bug who knows? The only thing someone maybe would not like with this mod is the indoors behavior of the npc. Personally i prefer it to vanilla, where you shoot npc indoors and npc next room don't notice lol. 9/10
Most people these days don't even know the basic layout of the Data folder. I remember when manual install was the only way...now everything is automated and nobody knows about Mod Organizer so they constantly overwrite their own files and break things.
EDIT: But yes, I can attest after having play-tested that the reported issues are indeed present. However, I believe I have patched them out, as I detail in a separate post. The mod is purely GMSTs (some apparently custom), so removing settings shouldn't break anything.
Seeings as the mod is pure GMSTs, you could probably do with just using the mod as custom gamesettings using lStewieAl's Tweaks, save yourself a slot in your load order load order.
His time is too valuable to do that. He uploaded his first mod and now is a full fledged game developer. Thank god he provided his wisdom though, so we can save ourselves a slot in our load orders..
Having watched a random Prospector Merchant walk through the Deathclaw area past Sloan, shoot through a bunch of Supermutants, and then pick up and wield the incinerator one of them was holding, then proceed to use it on the Deathclaws nearby attracted by the noise; I can say that this mod makes the entire wasteland experience a lot more interesting. The mods I'm using probably offset the "mad dash to weapons" behavior some are experiencing, but I have personally never seen this happen in my own game.
Probably one of my favorite additions for the many NPCs being added by various mods lately. Recommend with The Living Desert for the wandering NPCs and More Mojave for the random Supermutants strewn throughout the areas near Black Mountain.
This mod breaks robots that have multiple weapon systems such as Securitrons and Sentry bots. Securitrons especially are broken, they will play the retract arms and fire shoulder missiles animation, but then fire no missiles. Same with the grenade launcher, they will pull out there grenade arm but then fire nothing. Maybe 1/5 animations they WILL fire a missile or grenade. I disabled the mod, and it was fixed. I have no other mod that would effect this. Also npcs do death runs for "better" guns, then just stand there for 4-5 seconds getting raped. People who say they have done full playthroughs with this mod and love it maybe like easy brain dead gameplay? Sorry - I love what this mod WNATS to do, but it ends up making the game worse. I REALLY want NPCs to be more aware of me and not be sniped so easily but this made more problems than fixes.
Just downloaded this to test your issue with Sentry bots, and I got blown up several times. About the enemies running to pickup better weapons though, I'm pretty sure you can fix that through FNVEdit which I'm actually about to do myself.
78 comments
fEmbeddedWeaponSwitchTime
fEmbeddedWeaponSwitchChance
fCombatFindBetterWeaponTime
fPickupWeaponMeleeDistanceMax
fPickupWeaponMeleeDistanceMin
fPickupWeaponMeleeWeaponDPSMult
fPickupWeaponMinDPSImprovementPercent
fPickupWeaponRangedDistanceMin
fPickupWeaponRangedMeleeDPSRatioThreshold
fPickupWeaponTargetUnreachableDistanceMult
fPickupWeaponUnarmedDistanceMult
As for the General Oliver fight, I believe him not fleeing has something to do with the confidence edits, but I'm not certain on that point and don't want to remove those for one NPC, so yeah. But as this mod is purely GMSTs, it should be safe to disable the mod for that portion of the game then re-enable after...you'll just have to fight dopey NPCs for that section.
I'll report back if I find any further fixes/tweaks.
Edit: On further testing, I realized that the setting fEmbeddedWeaponSwitchChance is set to 1.00000, which is equivalent to 100%. I'm assuming it was probably meant to be 0.10000 or 10%. Explains the robot's behavior, and setting it to 10% seems to fix that. Up to you whether to delete or modify the WeaponSwitch settings.
Edit: last one on the list should be fPickupWeaponUnarmedDistanceMin from what I'm seeing, not mult.
Still appreciate u
save it and close. that should fix it
NPC actually caring about not getting hit, you know like people in real life
EDIT: But yes, I can attest after having play-tested that the reported issues are indeed present. However, I believe I have patched them out, as I detail in a separate post. The mod is purely GMSTs (some apparently custom), so removing settings shouldn't break anything.
Probably one of my favorite additions for the many NPCs being added by various mods lately. Recommend with The Living Desert for the wandering NPCs and More Mojave for the random Supermutants strewn throughout the areas near Black Mountain.
Tested it out, Cruor is right, mod is dead in the water until someone shoots it a stimpack.