Fallout New Vegas
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wastedisposal

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wastedisposal

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78 comments

  1. xezberzs
    xezberzs
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    For any future TTW users reading this, this mod won't work with 3.3+.
    1. Falkortheluckdragon
      Falkortheluckdragon
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      good man
    2. Sol0Woolo
      Sol0Woolo
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      :(
    3. SunDanceKid2002
      SunDanceKid2002
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      thanks bro
    4. cwiekl
      cwiekl
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      • 0 kudos
      thanks dude from the past, you solved my pickle
  2. Falkrun
    Falkrun
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    • 11 kudos
    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:

    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.
    1. badtour88
      badtour88
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      • 3 kudos
      Thank you for the information!
    2. layerkayk
      layerkayk
      • member
      • 9 kudos
      Appreciate u

      Edit: last one on the list should be fPickupWeaponUnarmedDistanceMin from what I'm seeing, not mult.

      Still appreciate u
    3. Eliphastheinheritor4545
      Eliphastheinheritor4545
      • member
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      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. 
    4. KnightofKnights
      KnightofKnights
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      Thank you so much!
    5. Jaggerrr
      Jaggerrr
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      Thanks for sharing this!
    6. XanderVirtus
      XanderVirtus
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      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?
    7. Avallach1
      Avallach1
      • supporter
      • 18 kudos
      Hey, you're the one who's been helping people around Nexus mods site! The king said to give you this! *random item*
    8. SgtPancakes420
      SgtPancakes420
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      Avallach1-"Pinyon Nuts Added"
    9. TurboMoisturizer
      TurboMoisturizer
      • supporter
      • 1 kudos
      Holy s#*!, this works great. Thank you!
    10. xxStahlxx
      xxStahlxx
      • supporter
      • 4 kudos
      Perhaps uploading or posting a link to a file with these fixes in would be great
    11. littlellv
      littlellv
      • supporter
      • 0 kudos
      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.
    12. CromwellInvocation
      CromwellInvocation
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      do you think I'd have to make an .esm record flag of this mod for the ai navmesh overhaul mod?
  3. SNIPD
    SNIPD
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    • 18 kudos
    From my testing so far this works great and is an essential fix! Many thanks wastedisposal!
  4. deleted488353
    deleted488353
    • account closed
    • 1 kudos
    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?
    1. zlopez
      zlopez
      • member
      • 7 kudos
      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
    2. jjmard
      jjmard
      • member
      • 15 kudos
      Thank you, LOOT gives the same error.
  5. demoix
    demoix
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    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
    1. XerionTheBraveWarrior
      XerionTheBraveWarrior
      • member
      • 3 kudos
      Sounds awesome tbh.

      NPC actually caring about not getting hit, you know like people in real life
  6. AsshatteryInbound
    AsshatteryInbound
    • member
    • 2 kudos
    After hearing that there are potentially too many drawbacks to this mod, are there any AI mods people might recommend?
  7. Eliphastheinheritor4545
    Eliphastheinheritor4545
    • member
    • 2 kudos
    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
    1. Falkrun
      Falkrun
      • supporter
      • 11 kudos
      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.
    2. gameg0re
      gameg0re
      • member
      • 7 kudos
      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.
    3. Sauly97
      Sauly97
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      • 0 kudos
      Why not upload your version with the mod author's permission?
    4. Eliphastheinheritor4545
      Eliphastheinheritor4545
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      • 2 kudos
      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..
  8. tarakotik
    tarakotik
    • BANNED
    • 8 kudos
    compatible with https://www.nexusmods.com/newvegas/mods/39058 ?
  9. Makron8
    Makron8
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    • 11 kudos
    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.
  10. Cruor34
    Cruor34
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    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.
    1. jinnmago
      jinnmago
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      i was just about to download this and read your comment. Saved me lots of time and hassle! Thank thee!
    2. DaddySnuffles
      DaddySnuffles
      • supporter
      • 4 kudos
      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.
    3. lukwng
      lukwng
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      • 1 kudos
      what did you change?
    4. Battlemane
      Battlemane
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      • 26 kudos
      Idk they shoot at me just fine lol
    5. deleted61164831
      deleted61164831
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      Bump question. How to change their weapon search retardness?
    6. ThomasKells
      ThomasKells
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      Lol rip that guy that went to "Fix that though FNVEdit"

      Tested it out, Cruor is right, mod is dead in the water until someone shoots it a stimpack.