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Umgul

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Umgul

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37 comments

  1. EpicGamer87
    EpicGamer87
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    Which custom ini does this go in, the one in mygames or the one in the root folder?
    1. Umgul
      Umgul
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      mygames :)
  2. atlas1245
    atlas1245
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    Not sure if this mod does it but if not, can you PLEASE make a mod that gives the city vendors schedules so they'll go to sleep at night?
  3. vert18
    vert18
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    Wondering if I can mess with your mod, too many permission things on this one vs. scum.  So thought I'd ask, don't want anything but to mess with it for a mod list.  No money/no fame, no bs ;) Just asking.  Credit due if used.
    1. Umgul
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      Sure, no problem. And thank you!
  4. kellthekyuss
    kellthekyuss
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    any chance there is a setting to set min level on npcs and fauna? to player level?

    really enjoy this.  ty
    1. Umgul
      Umgul
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      Hi! Thank you. Yes it is. In my other mod SCUM. A realistic survival experience :) This is only the AI core of that mod.
    2. kellthekyuss
      kellthekyuss
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      ok i'll play with the leveled list stuff and see if it helps
      im so tired of being level 110 and finding level 1-15 mobs
    3. swankywolf
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      any luck? 
  5. TugaVenatus
    TugaVenatus
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    seeing this changes combat ai also, it should be incompatible with "improved combat ai" mod (Improved Combat AI at Starfield Nexus - Mods and Community (nexusmods.com)), correct?
    Does it affect any settings on stealth also?
    1. Umgul
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      Stealth is untouched in this standalone, you can install this after, and the gamesettings about stealth of the other mod will be loaded. To install different bat files on launch you can type in the loader line in StarfieldCustom.ini general section something like =bat mod1; bat mod2; bat mod3... or write at the end of the first .txt file bat mod02; bat mod03 for example
    2. TugaVenatus
      TugaVenatus
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      that part about different bat loading i know of, i am just wondering if the mod i mention will conflict with yours, since both of them change combat ai. what would be the best order to use them, if they can be used together?
    3. Umgul
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      I would install this one later, since it will overwrite these files over the others but do it as you prefer.
  6. jdkzombie
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    You know what I wish one of these gameplay/combat mods did was remove the enemy level cap.  I'm so tired of fighting enemies on a level 75 world, and they are all like, 1, 10, 36, 44, 57, 74, 88, 92....So 80% of the enemies get walked over like King Kong sparta kicking a toddler, and the very few high level dangerous enemies do enough damage to kill me.

    Whatever this mod does? Doesn't really seem to change enemy AI very much for combat or anything. Most city/settlement NPC's walk in circles over and over.

    Enemy AI's are still dumb as a box of rocks.
    1. Umgul
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      Hi, looping movement bug should be fixed now.
      About levelled zones, in my other mod SCUM you can find this lines (or you can use this just copying in one of your txt mods installed):
      setgs uDefaultLevelZone01max 15
      setgs uDefaultLevelZone01min 5
      setgs uDefaultLevelZone02max 30
      setgs uDefaultLevelZone02min 10
      setgs uDefaultLevelZone03max 45
      setgs uDefaultLevelZone03min 20
      setgs uDefaultLevelZone04max 65
      setgs uDefaultLevelZone04min 40
      setgs uDefaultLevelZone05max 100
      setgs uDefaultLevelZone05min 50
      setgs uDefaultLevelZone06max 150
      setgs uDefaultLevelZone06min 55
      setgs uDefaultLevelZone07max 200
      setgs uDefaultLevelZone07min 65
      setgs uDefaultLevelZone08max 300
      setgs uDefaultLevelZone08min 100
      setgs uDefaultLevelZone09max 999
      setgs uDefaultLevelZone09min 160
    2. swankywolf
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      i ran those on a bat and most of the galaxy areas are still vanilla level. any way to activate it? enemies scaling up consistently would be more useful to the game than any mod currently available or in wip. every other mod feels like someone polishing the floors while the wall is on fire lol 
    3. Umgul
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      Well, you should keep in mind that it seems that there are leveled zones and leveled NPC's that cannot be changed by this method since they have restrictions (perhaps due to the story mode). On the other hand you need to refresh the cells for these types of changes to be applied, at least that's how Bethesda games worked before.
      Another method to get the change you want is to modify the damage multipliers to something like the following:

      setgs fDiffMultEffectDuration_H 10
      setgs fDiffMultEffectDuration_VH 10
      setgs fDiffMultEffectMagnitude_E 1.25
      setgs fDiffMultEffectMagnitude_H 0.75
      setgs fDiffMultEffectMagnitude_N 1
      setgs fDiffMultEffectMagnitude_VE 1.5
      setgs fDiffMultEffectMagnitude_VH 0.5
      (magnitudes of health bonus and others)

      setgs fdiffmulthpbypce 1.5
      setgs fDiffMultHPByPCH 1
      setgs fdiffmulthpbypch 3.5
      setgs fdiffmulthpbypcn 3
      setgs fdiffmulthpbypcve 3
      setgs fdiffmulthpbypcvh 3
      setgs fdiffmulthptopce 1
      setgs fDiffMultHPToPCH 2
      setgs fdiffmulthptopch 8
      setgs fdiffmulthptopcn 3.5
      setgs fdiffmulthptopcve 1
      setgs fdiffmulthptopcvh 10
      (incoming and outgoing damage)

      Or maybe changing this:

      setgs iCalcLevelAdjustDown 1
      setgs iCalcLevelAdjustUp 10
      setgs iLowLevelNPCMaxLevel 50
      (adjust levels of enemies in random encounters and not guidelined by any quest)

      Or/and:

      setgs fNPCHealthLevelBonus 50
      (bulletsponging the enemies)

      Also, you can try my SCUM Mod. Disable the gamesettings lines that affect XP in the Umgul.txt file Because your accumulated experience in the current game will give you many levelups at once when you load the mod.
    4. robo016
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      yup, can confirm that there is no longer the loop animation bug. 
    5. swankywolf
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      making the enemy have more health or hit harder doesn't fix the problem. being lvl 239 and seeing almost all lvl 5s on most planets is a failure that nerfing the pc or buffing npcs will fix. its been fixed with mods in every Bethesda before this one, and with this one no one will have a solution.... until someone does. ill keep trying things 
  7. Baggetto
    Baggetto
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    i'm not really sure it works, i tried to see if there were any changes in Nps' s routine in Cydonia, Akila city and new home but nothing changed,
    the majority of Npc still did not go to sleep or to eat

    Maybe i'm misunderstanding the mod?

    Thanks
    1. Umgul
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      It seems that unnamed NPC's are just mannequins with a basic behavior parameters. But game have a lot of parameters affecting AI, and I tweaked those lines. You won't play backgammon with a citizen, but at least he will run further away from you if you shoot him and he will hide better, for example.
  8. zone79
    zone79
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    Im not sure what this mod does. Does it change AI combat?
    1. Umgul
      Umgul
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      Not just combat. Idles, behaviours, dinner time, lunch time, sleep time... almost all the NPC routines that have a gamesetting associated. And combat too.
    2. zone79
      zone79
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      aah, nice!
    3. GloriousGooferz
      GloriousGooferz
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      so it adds routines?
    4. Umgul
      Umgul
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      Nope, just change some parameters about routines. For example, vanilla dinner time begins at 19 and ends at 21. Now ends at 23. Note that not all NPC's have routines. Unnamed NPC's are just atrezzo.
  9. robo016
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    most of them just walk around in circles, lol
    1. swankywolf
      swankywolf
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      they go in endless circles and only notice themselves? very fitting for stan lee 
    2. Umgul
      Umgul
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      Thank you! That should be fixed in the new update.
  10. X2357
    X2357
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    What exactly does this mod do? make npcs walk around more? have schedules?
    1. Umgul
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      Hi, this is the standalone AI version of my mod SCUM :) There are more details
    2. DapperDaniel
      DapperDaniel
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      Yes, that mod changes a ton of things. So you're asking us to just guess? Guess which changes have been transferred to this one?

      If you know what is being changed, why not just copy and paste that information from SCUM to here?

      Or is this mod just an advertisement for your other mod?
    3. Umgul
      Umgul
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      "this is the standalone AI version of my mod SCUM". Just that. NPC's AI and COMBAT. Not just advertisement.
      I can't copy and paste the infinite rows of gamesettings that affect the AI. In fact, it is in .txt format so everything is there. If I explain what changes I will be copying the file itself.
      On the other hand, SCUM's changes have made it less invasive now.
      As I said, it's only the part that affects the AI of the NPCs and combat. It does not have survival mode, nor modifications in companions, nor new companions or abilities like SCUM can have. It's just the edits on the AI side.