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qwandisslaundromat

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qwandisslaundromat

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About this mod

NPCs in combat are assigned a dynamic combat style that is updated based on Confidence, Remaining Health, Faction, Weapon Type and Weapon Skill. REQUIRES: xNVSE, JIP LN NVSE, JohnnyGuitar NVSE

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Changelogs
Requirements:
  • xNVSE
  • JIP LN NVSE
  • JohnnyGuitar NVSE

Description:
This mod aims to diversify combat by assigning dynamically updated Combat Styles to NPCs that change to reflect Confidence values, Health percentage, faction membership, equipped weapon type and combat skill.
In general, NPCs will fire ranged weapons from a greater distance and should fire with greater delay. As they are injured, they will search for cover in a greater radius and stay behind cover for longer. This should pair well with other mods that increase damage multipliers or otherwise increase the damage done in combat.


Update:
The newest version simplifies the mod - hopefully making it more compatible and resolving some lingering issues that were reported:
  • At the start of combat, the NPC's original combat style is copied into their assigned dynamic combat style. This should maintain any "use melee/ranged weapons" order given to followers.
  • The number of Combat Style fields that are updated has been reduced. Combat Style fields will primarily be changed by raising or lowering the values of the NPC's original combat style.
  • The Smart Advance system was removed. I wanted to simplify the mod, and I believe the new changes to weapon range calculation, and the vanilla systems are adequate.
  • Boone's rifle should no longer get stuck inside his body after combat. I believe this was some kind of conflict with a script that equips a weapon whenever the FollowersCombatStyleRanged Combat Style is assigned to a follower. Having the Combat End script wait 1 second before re-assigning the original combat style seems to have resolved the issue.

Details:
On combat start, NPCs are assigned one of 16 blank Combat Styles. The following Combat Style fields are then updated:
  • Flee Based on Personal Survival: Set to false if the NPC is a member of any faction listed in qlcsFLSTFactionFleeOnGroupSurvival. Otherwise set to true. Factions in qlcsFLSTFactionFleeOnGroupSurvival are generally more militarized (e.g. NCR, Legion, BoS) and should differentiate them from raiders.
  • Ignore Damaging Self: Set to true if the NPC is a member of any faction listed in qlcsFLSTFactionIgnoreDamagingSelf. Otherwise set to false. Currently, the only factions in qlcsFLSTFactionIgnoreDamagingSelf is the Legion to reflect their fanatical devotion and the Fiends to reflect how hopped up on chems they are.
  • Ignore Damaging Group: Set to false.
  • Ignore Damaging Spectators: Set to true if the NPC is a member of any faction listed in qlcsFLSTFactionIgnoreDamagingSpectators. Otherwise set to false. Factions in qlcsFLSTFactionIgnoreDamagingSpectators are the Enclave and the Talon Company

When the NPC draws a weapon (and also at the start of combat), the following Combat Style fields are updated:
  • Ranged Weapon Min Range Mult: a value determined the NPC's calculated spread for their equipped weapon (distance calculated using the qlcsGLOBMinTargetRadius Global float)
  • Ranged Weapon Max Range Mult: a value determined the NPC's calculated spread for their equipped weapon (distance calculated using the qlcsGLOBMaxTargetRadius Global float)
  • Semi-Auto Firing Delay Max Mult: a value between 10.0 and 1.0 determined by the NPC's relevant weapon skill.

When the NPC's health is damaged (and also at the start of combat), the following Combat Style fields are updated:

  • Cover Search Radius: 2.0 to 1.0 times larger than the NPC's original Combat Style, determined by the NPC's Confidence alpha
  • Wait Timer Min: 5.0 to 1.0 times larger than the NPC's original Combat Style (capped at 5), determined by the NPC's Confidence alpha
  • Wait Timer Max: 5.0 to 1.0 times larger than the NPC's original Combat Style (capped at 15), determined by the NPC's Confidence alpha

Confidence alpha = HealthPercentage * (100 / (100 - DamageResist)) * (qlcsGLOBConfidenceBase + (qlcsGLOBConfidenceMult * Confidence))
The Global float qlcsGLOBConfidenceBase set to 0.65 by default
The Global float qlcsGLOBConfidenceMult set to 0.15 by default



On death, combat end or game load, NPCs are given back their original combat style.

Refer to the GECK wiki for:


Mod Compatibility:
  • The TTW download adds the DC Brotherhood of Steel to the qlcsFLSTFactionFleeOnGroupSurvival list
  • Mod-added factions can easily be supported by adding their faction records to the correct Form Lists
  • Vicious Wastes: Partial Some changes made by Vicious Wastes to vanilla Combat Styles will be overwritten when valid NPCs start combat and are assigned a dynamic combat style. However, Vicious Waste's changes will still apply to creatures and whenever a dynamic combat style cannot be assigned to an NPC
  • NPCs Sprint: Compatible
  • NPCs Can Miss: Compatible However, NPCs might be missing too much for your liking when used alongside this mod and its increased weapon range multipliers
  • Immersive Recoil NPC: Compatible However, NPCs might experience recoil less when used alongside this mod's increased semi-auto firing delay multipliers
  • Combat Enhancer: Compatible Game Setting changes made by Combat Enhancer won't conflict with this mod
  • XFO Enemy AI - Tactics - NPC Healing: Partial Some changes made by XFO to vanilla Combat Styles will be overwritten when valid NPCs start combat and are assigned a dynamic combat style. However, XFO's changes will still apply to creatures and whenever a dynamic combat style cannot be assigned to an NPC
  • MCV Modified Combat Values: Compatible Game Setting changes made by MCV won't conflict with this mod
  • Nevada Combat: Compatible Game Setting changes made by Nevada Combat won't conflict with this mod

Please report any bugs or unexpected behavior in the comments or the Bugs section.
Let me know if you've already been looking into Combat Styles and can suggest changes to any of the values.
Debug information can be seen by putting the mod into debug mode with the SetDebugMode command

Thank you to everyone on the xNVSE discord for being so helpful and creating such useful script extenders!
Thank you to everyone who's downloaded and provided feedback or ideas in the comments!