I prefer Plot Armor but some people say these 2 mods work well together. Ped Accuracy Overhaul, and Realistic Accuracy. Ped Accuracy Overhaul adds a .ini after it installed to further mess with ped accuracy.
Goddamn, it's goofier than what I had in mind XD. I mean, Knowing you, I thought it was gonna be like "No Ped Accuracy" or something. And the image, the category lol. Oh, you made my day for sure.
I am truly grateful for your time and efforts milord, I've seen your tweaks and somehow you managed to pull this off while keeping the "AI_GLOBAL_MODIFIER" set to 1 in pedaccuracy.meta. I always thought that it was the main line to be set to 0, but if it works eh? Sadly indeed, it's not quite effective against Pinkertons and New Austin Deadshots which are most likely scripted in a way to prevent us to go there early.
Allow me to share what I got;
I tried to tinker with the "AI_TARGET_LOITERING" lines in pedaccuracy.meta, setting their value to 60000 (600 seconds) XD which resulted in the peds to.. well, loitering around instead of doing combat, a lot more than they were set to by default. Which causes them to shoot less, thus lowering the chance of us getting shot.
I also tried to edit some lines in combatbehaviour.meta such as; "CombatAbility" to "Poor", "BlindFireChance" to 1, "TimeBetweenPeeks" to around 40 and 50 "StrafeWhenMovingChance" to 0 "MountedChasingProfile" to Amateur You know, basically to make everyone just as poor and dumb in combat as they can.
But, it's true. Sometimes there's always a random hit. That damned 1%. as if the game just needs to make sure we got hit at least once in every big gunfight. Emphasis on "big" because in my experience, smaller gunfights don't usually give us any chances to get hit at all, except on some "gang random event" where the gangs (O'Driscolls, Raiders, Lobos) are trying to free one of their imprisoned allies. They usually have 100% accuracy, even if we hide behind covers, though what's unique is, their accuracy got less after they got hit, I once made a video about it for another mod by the name SoftCores which features the changing of NPC accuracy. At the time I thought it was a glitch by the mod, turns out it happens even without the mod. Here's the vid, pardon the cringiness and the quality, as it was made two years past when covid was high in the air;
Maybe it's scripted, or maybe not, I haven't quite figured it out yet myself, but really it does feel heavily scripted. If that is the case, maybe we need to write some .asi scripts, but ah, much to my unfortunates, that is too far beyond my understanding.
Anyway, thank you so much for making this mod milord, keep up the good work, cheers!
Maybe focus on player hit effects instead of ped accuracy? It seems like you could achieve the effect you're after by making the player immune to projectile damage and removing the player hit effects... or better yet, replacing the player hit effects with the whistling sound of a near miss?
That is exactly what I've been thinking as of late. A combination of god mode and visually missing hit effects right? However, I think both effects can only be achieved through .asi scripts, and much to my misfortune, scriptwriting is not quite my forte.
Being on a horse didn't seem to affect anything when I tried it, though they did end up missing me and hitting the horse a bunch. I have noticed however that for some reason as the U.S. Marshals start to come out, they end up hitting you much more than regular lawmen.
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I do like the mod, plot armor, but injuries overhaul mods like, seems well fit to the immersive gameplay.
I am truly grateful for your time and efforts milord, I've seen your tweaks and somehow you managed to pull this off while keeping the "AI_GLOBAL_MODIFIER" set to 1 in pedaccuracy.meta. I always thought that it was the main line to be set to 0, but if it works eh? Sadly indeed, it's not quite effective against Pinkertons and New Austin Deadshots which are most likely scripted in a way to prevent us to go there early.
Allow me to share what I got;
I tried to tinker with the "AI_TARGET_LOITERING" lines in pedaccuracy.meta, setting their value to 60000 (600 seconds) XD which resulted in the peds to.. well, loitering around instead of doing combat, a lot more than they were set to by default. Which causes them to shoot less, thus lowering the chance of us getting shot.
I also tried to edit some lines in combatbehaviour.meta such as;
"CombatAbility" to "Poor",
"BlindFireChance" to 1,
"TimeBetweenPeeks" to around 40 and 50
"StrafeWhenMovingChance" to 0
"MountedChasingProfile" to Amateur
You know, basically to make everyone just as poor and dumb in combat as they can.
But, it's true. Sometimes there's always a random hit. That damned 1%. as if the game just needs to make sure we got hit at least once in every big gunfight. Emphasis on "big" because in my experience, smaller gunfights don't usually give us any chances to get hit at all, except on some "gang random event" where the gangs (O'Driscolls, Raiders, Lobos) are trying to free one of their imprisoned allies. They usually have 100% accuracy, even if we hide behind covers, though what's unique is, their accuracy got less after they got hit, I once made a video about it for another mod by the name SoftCores which features the changing of NPC accuracy. At the time I thought it was a glitch by the mod, turns out it happens even without the mod. Here's the vid, pardon the cringiness and the quality, as it was made two years past when covid was high in the air;
Maybe it's scripted, or maybe not, I haven't quite figured it out yet myself, but really it does feel heavily scripted. If that is the case, maybe we need to write some .asi scripts, but ah, much to my unfortunates, that is too far beyond my understanding.
Anyway, thank you so much for making this mod milord, keep up the good work, cheers!