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wastedisposal

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wastedisposal

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82 comments

  1. alex050500
    alex050500
    • member
    • 0 kudos
    I don't know man, while using this mod I noticed lots of NPCs just straight up running into the enemy's face for no reason and also having f*#@ing sixth senses. Once I was out next to fiend territory and my good old friend Boone saw a f*#@ing fiend from behind the f*#@ing wall!!!!! from a good bit away, and without a second of thinking he just started running towards her like a f*#@ing headless, mindless, retarded idiot like as if he thought that the fiend lady was his f*#@ing deceased wife, going nice and deep into her most upclosest presence with his f*#@ing sniper rifle for whatever suicidal reasons he had. So he proceeded to barge into an orgy of atleast eight f*#@ing fiends (including dogs) and die as a result in a recent jolly good permadeath run of mine. For all I know this could just be a vanilla "feature" or Boone has a unique suicidal personality trait switch that makes him run up into the enemy's asshole. But I noticed caution lighting up for no sense while sneaking and as already said npcs running towards s#*! like idiots not using covers at all way too many times while using this mod so this is most probably not the best solution for fnv's beautiful ai. :(((((((((((((((((((((((((((((((
    1. RadBB
      RadBB
      • member
      • 0 kudos
      Honestly, the most lore-accurate Boone considering his depressive and borderline suicidal tendencies. He saw a valid excuse and took it, what a lad.
    2. Debatemaster1
      Debatemaster1
      • member
      • 4 kudos
      This wasn't a comment: this was an experience, lol.
  2. Falkrun
    Falkrun
    • supporter
    • 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
    fPickupWeaponUnarmedDistanceMin

    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
      • member
      • 3 kudos
      Thank you for the information!
    2. layerkayk
      layerkayk
      • member
      • 13 kudos
      Appreciate u

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

      Still appreciate u
    3. 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
      • member
      • 0 kudos
      Thank you so much!
    5. Jaggerrr
      Jaggerrr
      • member
      • 0 kudos
      Thanks for sharing this!
    6. XanderVirtus
      XanderVirtus
      • premium
      • 123 kudos
      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. RottenDeformity
      RottenDeformity
      • supporter
      • 21 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
      • member
      • 0 kudos
      Avallach1-"Pinyon Nuts Added"
    9. Vexqul
      Vexqul
      • supporter
      • 3 kudos
      Holy s#*!, this works great. Thank you!
    10. xxStahlxx
      xxStahlxx
      • supporter
      • 8 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
      • member
      • 1 kudos
      do you think I'd have to make an .esm record flag of this mod for the ai navmesh overhaul mod?
    13. Andrey109
      Andrey109
      • member
      • 0 kudos
      I cant find any of those records, please tell me how they aren't visible in FNVEdit, seems this mod fucked up without this fix
  3. xezberzs
    xezberzs
    • member
    • 2 kudos
    For any future TTW users reading this, this mod won't work with 3.3+.
    1. Falkortheluckdragon
      Falkortheluckdragon
      • supporter
      • 0 kudos
      good man
    2. Sol0Woolo
      Sol0Woolo
      • member
      • 0 kudos
      :(
    3. SunDanceKid2002
      SunDanceKid2002
      • member
      • 0 kudos
      thanks bro
    4. lildogbyte
      lildogbyte
      • member
      • 0 kudos
      thanks dude from the past, you solved my pickle
  4. SNIPD
    SNIPD
    • member
    • 18 kudos
    From my testing so far this works great and is an essential fix! Many thanks wastedisposal!
  5. 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.
  6. demoix
    demoix
    • member
    • 0 kudos
    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. Sounds awesome tbh.

      NPC actually caring about not getting hit, you know like people in real life
  7. theCookLad
    theCookLad
    • member
    • 2 kudos
    After hearing that there are potentially too many drawbacks to this mod, are there any AI mods people might recommend?
  8. 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
      • premium
      • 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
      • member
      • 0 kudos
      Why not upload your version with the mod author's permission?
    4. 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..
  9. tarakotik
    tarakotik
    • BANNED
    • 8 kudos
    compatible with https://www.nexusmods.com/newvegas/mods/39058 ?
  10. Makron8
    Makron8
    • member
    • 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.