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  1. NickMillion
    NickMillion
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    If you find Stealth to be too difficult with this mod, make sure you're not carrying and wearing very heavy gear. It does increase your audio event generation, making it easier to be detected! There are specific stealth suits that are designed to help with stealth as well as lower weight ones being inherently better at sneaky stuff.
  2. NickMillion
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    These values affect space combat and I cannot easily split space and ground damage mults since they are actor values instead of game settings. You can change your own damage multiplier by executing 'player.forceav PlayerIncomingShipDamageMult 0.4' after loading a save. The forceav command modifies the actor value for your save and only needs to be run once per character (and re-run when you NG+); the default value is 0.65 if you want to revert to it.

    Regarding stealth difficulty: take off your space suit. Stealth scales with your equipped weight.

    big thanks to XXLpeanuts and Gamiseus for posting the command in a thread here

    Regarding the melee issues that have been reported, here are my findings, copy pasted from another thread below:

    Alright so I ran the Red Mile both with and without my mod enabled;
    My mod makes the aliens far more prone to spam out their ranged attacks
    which are these tiny little orbs of incredibly annoying AOE damage, but
    it does actually fire a ranged projectile when I ran out of range or
    boosted into the air.
    In both modded and unmodded runs I took "phantom" damage after completely breaking contact, though with my mod
    enabled it was more obvious since I took more damage and whatever was
    attacking me was able to do so more frequently. Taking a save when
    taking phantom damage and reloading would resolve it, modded or
    unmodded.

    Tl;dr-
    It's a base game Bethesda bug, my tweaks just make it more obvious since the AI can attack more frequently and deal more damage.
  3. tiaragmt
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    Sadly, no mod will improve the AI behavior, since the codding is so bad and the "IQ" imposed must be, probably, at negative values...
    Not only the companions have ZERO situational awareness in combat ( an enemy can be 1 m behind them, and they have no clue) but they chose regular to sit right between your line of fire and the target.
    Worse than all, they will stand and engage the enemy when you go to cover, making your stealth useless. They will literally JUMP in the face of a superior enemy only to fall and cry pathetically seconds later...
    In ship, the chose to stay near doors so you cannot pass, or jump on your face during ships combat time... Unlike Fallout, where we can set a minimal set of rules for them ( stay near, away, use short/long range weapons, etc) here, almost 2 decades later (and supposed after big advances in AI behavior in AI games) the companions are seriously dumber and a lot more clumsy.
    For a decent experience of gameplay, I found out the only way to deal with this issue is not by mods but yes, inviting the companion to follow, rest on bed immediately so you get the XP bonus then just dismiss the dumb companion until the XP bonus time expire.
    Take the "lonely" perk, and you will do a LOT BETTER, both in fun and gameplay, ALONE, than having a (very) dumb AI companion following you.
  4. useralmatykz
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    Hello!
    Have I modified the ExpStealth.txt text file correctly to work in Console Command Runner?

    Before
    Spoiler:  
    Show
    ; stealth AI
    ; 1.25 - Несколько сложнее прокрасться снаружи.
    setgs fSneakExteriorDistanceMult 1.33
    ; 160 - улучшенное периферийное зрение
    setgs fDetectionViewCone 170
    ; 1 - вы немного тише
    setgs fSneakSoundsMult 0.9
    ; 0.4 - тот же
    setgs fSneakSoundLosMult 0.375
    ; 1 - легче красться при сильном освещении
    setgs fSneakLightMult 0.9
    ; 0 - они крепче спят
    setgs fSneakSleepBonus -0.2
    ; 2 - Вы громче во время бега
    setgs fSneakRunningMult 2.25
    ; -4 - они лучше вас слышат
    setgs fSneakEquippedWeightBase 0
    ; 2 - они лучше на расстоянии
    setgs fSneakDistanceAttenuationExponent 1.5
    ; 5.715 - будет реагировать на трупы, находящиеся на большом расстоянии.
    setgs fDeadReactionDistance 10
    ; -20 - Улучшенное базовое зрение для npc
    setgs fSneakVisualBaseValue -5
    ; 0  - В целом немного более осведомлен
    setgs fSneakAlertMod 0.5
    ; 60 - как далеко они могут вас видеть
    setgs fSneakMaxDistance 120
    ; 4
    setgs fDetectProjectileDistanceNPC 8
    ; 8
    setgs fDetectProjectileDistancePlayer 16
    ; 8
    setgs fDetectEventDistanceNPC 16
    ; 32
    setgs fDetectEventDistancePlayer 48
    ; 60 - letting them search longer/farther
    setgs fCombatSearchExteriorRadiusMax 90
    ; 30
    setgs fCombatSearchExteriorRadiusMin 45
    ; 40
    setgs fCombatSearchInteriorRadiusMax 70
    ; 20
    setgs fCombatSearchInteriorRadiusMin 35
    ; 1
    setgs fCombatSearchLookTime 3
    ; 10
    setgs fCombatSearchStartAttackLocationTimeLimit 20
    ; 30
    setgs fCombatSearchStartKnownLocationTimeLimit 40
    ; 2.5
    setgs fCombatSearchInvestigateTime 10
    ; 10
    setgs fCombatDetectionLostTimeLimit 40
    ; 10
    setgs fCombatDetectionKnownTimeLimit 30
    ; 15
    setgs fCombatDetectionSuspectedAttackTimeLimit 30
    ; 5
    setgs fCombatDetectionSuspectedKnownTimeLimit 20
    ; 1
    setgs fCombatDetectionDialogueMinElapsedTime 5
    ; 3
    setgs fCombatDetectionDialogueMaxElapsedTime 30
    ; 2.5
    setgs fDetectionEventExpireTime 10 


    After
    Spoiler:  
    Show

    [[Event]]
    EventType = "DataLoaded"
    Commands = [
    "setgs fSneakExteriorDistanceMult 1.33",
    "setgs fDetectionViewCone 170",
    "setgs fSneakSoundsMult 0.9",
    "setgs fSneakSoundLosMult 0.375",
    "setgs fSneakLightMult 0.9",
    "setgs fSneakSleepBonus -0.2",
    "setgs fSneakRunningMult 2.25",
    "setgs fSneakEquippedWeightBase 0",
    "setgs fSneakDistanceAttenuationExponent 1.5",
    "setgs fSneakVisualBaseValue -5",
    "setgs fSneakAlertMod 0.5",
    "setgs setgs fSneakMaxDistance 120",
    "setgs fDetectProjectileDistancePlayer 16",
    "setgs fDetectEventDistanceNPC 16",
    "setgs fDetectEventDistancePlayer 48",
    "setgs fCombatSearchExteriorRadiusMax 90",
    "setgs fCombatSearchExteriorRadiusMin 45",
    "setgs fCombatSearchInteriorRadiusMax 70",
    "setgs fCombatSearchInteriorRadiusMin 35",
    "setgs fCombatSearchLookTime 3",
    "setgs fCombatSearchStartAttackLocationTimeLimit 20",
    "setgs fCombatSearchStartKnownLocationTimeLimit 40",
    "setgs fCombatSearchInvestigateTime 10",
    "setgs fCombatDetectionLostTimeLimit 40",
    "setgs fCombatDetectionKnownTimeLimit 30",
    "setgs fCombatDetectionSuspectedAttackTimeLimit 30",
    "setgs fCombatDetectionSuspectedKnownTimeLimit 20",
    "setgs fCombatDetectionDialogueMinElapsedTime 5",
    "setgs fCombatDetectionDialogueMaxElapsedTime 30",
    "setgs fDetectionEventExpireTime 10"

  5. lHype
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    Hey, can you pls Update this Mod? The last Game Update change a lot.
    1. Vanlococo
      Vanlococo
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      Same, i'm very thankful for all the work done on this amazing mod, and i'll be looking forward to an update. :-)
  6. merudgark
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    Wow ! I wasn't expecting that level of cleverness from mobs. I was in the the first mission with Sarah, facing spacers and I had to deal with them very carefully.

    They tried to flank me and the melee ones always got my back before I was able to see them. Then I had to flank them while they were focusing Sarah because they wouldn't move from their covers.

    And finally their boss, when only he remained, was very difficult to find because he moved and hide himself constantly, showing up only to shot me in the face before disapearing again. Almost human !

    Incredibly fun. Thank you for this mod.
     
  7. reapurmod
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    Not sure of how this interacts with PEAK https://www.nexusmods.com/starfield/mods/7120
    Do I load this mod before or after PEAK?

    cheers
  8. GiANi88
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    Is it just me or does this mod make NPCs even dumber and the overall combat WAY too easy?

    I mean I installed it, took a few random Mission Board quests and proceeded to the "enter combat/clear base" phase, only to notice that, unlike yesterday, when enemies were rather bullet sponges which moved around and actually seemed to want to defend themselves and not die instantly, today they just stopped moving as much and everyone, grunt or boss, would go down after 1 or 2 shots with a .45 Old Earth Pistol...what the hell?

    Am I missing something? Because it seems to me that this mod makes the already dumb AI even dumber and no, I have no other mod or tweaks regarding combat except this one.
    1. SuwinTzi
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      Doesn't sound right, i have the mod installed and enemies are extremely reactive.

      Did you add in the correct lines in the StarfieldCustom.ini?
    2. archaon383
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      this is my experience thats why im here checking comments...
  9. mangaas
    mangaas
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    Does the stealth aspect of this mod conflict with the new update 1.8.86 ???

    I'm carefully going through and updating everything, and worried before launching the game.
  10. mangaas
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    Trying to share a youtube video showcasing a bit in the difficulty difference.

    https://www.youtube.com/watch?v=u0zH1GMya1k


  11. IshBoi
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    CCR Version???
  12. sabster123
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    Suggestion: Enemies are soooo dumb in Starfield...
    When you are allied with Crimson Fleet, we can go to any random planet, go to any random "abandoned hangar", Crimson Fleet raiders will be there. 
    They will treat you as an ally. 
    And you can loot everything while they WATCH. they should atleast be suspicious of us (and our companion) just waltzing in unannounced and stealing all their good loot. Even looting the legendary item from the main chest, they just look at you and speak generic lines like "No one messes with the Crimson Fleet". 
    I can then crouch right behind them, and shoot them in the head with a silencer. The other dude, 15 feet away, doesnt even look around. 5 mins later, he discovers the body, he just stands on top of it, and i can sneak/crouch shoot him in the head. 
    No one suspects the newcomer, with his companion in tow, might have been involved. 

    Question: Is there a way to make these random crimson fleet dudes be suspicious of us, and turn aggro if they see us stealing their loot? like when you go into the back of a shop, the owner of the shop follows you...
    or if they see a dead body and they turn aggro on us, even if they didnt see us kill the dude..
    this would make sneaking such a viable/only option for sooo many scenarios.