Power Attacks - This is used with melee weapons. Probably molerats. The more NPCs you have on the field, the more likely the dump will happen. Pick one and uninstall the other. Cookies help us deliver our Services. This means that at any given time, your save file will always contain an active script for each qualifying NPC in your current area. It is fully modular, and it's easy to deactivate the less compatible stuff. However, from what I’ve read, it differs from the older Gamebryo system (FO3/FNV) in that script resources are generally segmented and allocated, and so if one script is exceeding its own resource allowance, the scheduler will deprioritize that script until the bottleneck is resolved. If anyone can, then with some ingenuity, everyone can. Q: Will PA-NPC eventually support companions? Also, see question above, about unexplained hostile NPCs. Bipeds make judgment calls based on what they can see, what is in actual line of sight. I'm looking for a good combat overhaul mod that is centered around realism and immersion. Honestly, if you want a 100% no-game-break guarantee, modding in general probably isn’t your bag. 3. As of v1.432, no base records are edited, and the mod dynamically attaches PA-NPC functionality on the fly. Weapons, armor, and other items will fill your inventory, but also a ton of “junk” items that are actually extremely important.This means you’ll constantly be pushing the limits to what you can carry, but in Fallout 4 there are a bunch of ways to get around this. Breaks, Bugs, and Compatibility Questions My one question is with how it changes faction specific AI. - Textures for walls are from free resource websites. Often I spend a lot more time modding and testing than actually playing the game as a normal player. Q: What does PA/PA-NPC do to NPC behavior when they are not in combat? It’s basically there for the bugged NPCs you can’t/won’t destroy, live with, or that are currently unsupported by PA-NPC. Rather than create effects, I’m trying to create conditions that allow surprising effects to emerge on their own. I guess I should stop being lazy and learn FO4Edit huh? A number of reasons, but they mainly boil down to the pre-v1.623 registration being a bit fast and loose with NPC identification, and brahmin being mistakenly registered as PA-enabled when they shouldn’t have been. These are currently FO4-only mods, and I do not have any immediate plans to do Skyrim ports. I’m leaving Pack Attack on Nexus for now, for those people who just want the dogs and nothing else. Fallout 4: 5 Reasons To Take Over Nuka-World (& 5 Why All Raiders Should Die) The best thing about Fallout 4 DLC Nuka-World is the player has a chance to be evil. So to avoid clogging the comments section with possibly long, drawn out technical answers (which I’m prone to giving), I’m going to try my best to answer those questions here. Note: PA-NPC does absolutely nothing to alter faction relationships. You can reduce (or raise) the “volume” of these detection events in MCM, down to zero if desired. Versions prior to 1.422 had a bug that, over a long enough period of game play, could lead to substantial save game bloat and ultimately CTDs. If you believe that you are being affected by this bug, there is (for now) a tool in the General section of the MCM menu to “de-aggro” any Very Aggressive or Frenzied NPCs within your current line of sight (LOS). The player is the Sole Survivor of Vault 111, who emerges 210 years to the day and time after the Great War. This can happen, and will sometimes set off a friendly faction. And, if you choose to start writing mods yourself, pay it forward and think about the new guys who will one day be trying to learn from your work. For now, it’s the price we’re paying for the additional processing logic overhead. :), New comments cannot be posted and votes cannot be cast, More posts from the FalloutMods community. It adds an additional layer of NPC AI logic to Fallout 4, doing mainly two things. Railroad could care less about the raiding and never attack. All Optional - AI Overhaul, Stealth Overhaul, Controllable Lowered Weapons, Fall Damage Overhaul, Damage Overhaul, Compass Overhaul, Molotov Overhaul, Grenade Throwing Delay, Grenade Detection Increas MCM is required if you want MCM support. 0:00 Arbitration without I.F. My philosophy when building modlists back in the day was simple.. Take the usual suspects, chuck in a couple of larger feature mods and then as many quality of life tweaks that pair well with those feature mods as I can find. I fall into a game for a few months, play it almost exclusively, eventually get bored and go to the next game in the rotation. In the F4SE release channel (1.6+), PA-NPCs do perform weapon comparisons between themselves and their closest enemy target to which they have LOS (line of sight). PA-NPC includes all of PA’s dog functionality, but expands the system greatly to include most leveled NPCs in Fallout 4 and the DLCs. Nothing in the mod alters base records. Q: Did that Synth seriously punch me in the face (or go run and hide)? Q: Is PA-NPC safe to merge with other mods? Companions All I can guarantee is that any reported/verified bugs are being investigated and fixed as quickly as possible, because I’m quite aware that players are accepting that risk. Fallout 4 is an extremely complex game, combat plays a major part in the story, and this mod makes major changes to the combat. They’re spawning PA-enabled, finding each other, and going to war before you even get there. Ie. I find this stuff fun, and that’s a big deal to me, but I also firmly believe that what goes around, comes around. Q: When is this going to be expanded to [insert NPC group here]? apparently you hold down the bash/power attack button to throw a grenade. After trying my hand at converting ESPs to ESLs through FO4Edit and the Creation Kit, I read something today that had me scratching my head. They get defaulted to the highly defensive Settler profile. Non-synth robots (including turrets). It’s amazing how many have just one or the other. Anything outside of the scope is a distraction from it, weakening the project as a whole and possibly creating rabbit holes to lose myself in. The Sole Survivor must go to the gang leaders' locations and execute them: Nisha will be in Fizztop Mountain, Mags and William Black will be in The Parlor and Mason will be in Bradberton Amphitheater. The hierarchy of the Pack is based on wolf packs, with their leader being referred to as the "Alpha," they follow the rule of 'survival of the fittest'. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You must get permission from me before you are allowed to modify my files to improve it If so i would highly recommend it. Q: What if PA-NPC can’t identify an NPC’s faction (such as in other mods)? Other AI overhauls all basically do the same things: adjust the global game settings and update the combat style definitions. I have a lot of fun with them, and they’re my baseline test group. Back in the day, Jack Arbiter and I had some communication regarding the mod. Pack Attack was the original prototype of this system, a very limited version that applied strictly to Commonwealth wild dogs. Q: Is there any way to fix an over-aggroed NPC (such as turrets)? So if there’s any sort of conflict there, it’s a runtime issue in which the combined mods throw your balance off. Why are you updating this mod so often? There is important info there. Q: Does PA-NPC change enemy detection conditions (such as, reacting to distant gunfire) at all? This is likely going to happen often. Q: Are the Pack Attack mods compatible with my version of Fallout 4? It's been a long time since I attempted a modded playthrough of fallout 4, so I thought I'd enlist the help of you folks if you're willing! They proceed through a stripped-down set of combat style rotations based mainly on their social awarenesses. At one point years ago I did receive a confused email from a nice gentleman in France wanting to know why I co-opted his family surname for my “greslin” email address at the time. Aggressive military types use either the Gunners or Brotherhood templates. 1. NPC Level Scaling sounds nice and I know BLD and other overhauls do this. As of v1.432, there are eight basic templates: Dogs, Raiders, Gunners, Brotherhood, Settlers, Minutemen, Synth, and Super Mutants. The other possibility is that the random script is being hung up by an infinite loop somewhere. Fallout 4, more than any Bethesda game before it, will have you carrying around a ton of stuff. I also use it in combination of pack attack. I'm going to start with enemy and wild NPCs and than possibly work on a list of companion, friendly, and random NPCs etc. Fallout 4 > General Discussions > Topic Details. Like all other PA-NPCs, Synths now are also liable to run away when seriously damaged, to find other Synths to back them up, or barring that, to hide. PA-NPC should also be compatible with stealth mods that mainly work by changing actor aggro/detect radii. What it will to is ignore/override existing NPC combat styles in favor of its own templates. In this function, the mod coordinates NPCs to cross paths with the player in organic ways, adding extra spawns and combat opportunities. I also code to relieve stress, and I see it as a fun hobby, so I am pretty much tinkering with the stuff off and on all day. Went and started Railroad instead. Most combat overhauls – range, accuracy, etc. Very occasionally the NPC in question will go catatonic and just wander off somewhere for a nice lie down. As of v1.4, the Brotherhood of Steel is a supported NPC. There is exactly one line in PA-NPC that enables an NPC to initiate combat on their own, and that’s buried deep in the focus fire Command system. It’s a distraction. This should be fairly accurate with most vanilla NPCs. Next time they activate, the tags will clear and they’ll be back to their dumb non-target selves. I am currently developing both Pack Attack mods on the most recent version of Fallout 4 (1.10.75, as of this writing). < > Showing 1-2 of 2 comments . Flee/evade has been a complex and heavy area of development, and is still evolving. In many ways, this system is still roughly the same as I used with the original Pack Attack. Fallout 4: 5 Mods That Change Everything (& 5 That Are Ridiculously Hilarious) Fallout 4's modding community is ambitious and thriving, leading to some mods that drastically alter Bethesda's game. But I can’t guarantee 100% compatibility with everything. Features and New Mechanics Fallout 4 ; Mods ; Gameplay ; Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul and Tweaks; Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul and Tweaks . If its last act was caused by PA-NPC, I’d like to know that. The non-F4SE version uses alternative functions that either emulate these features with much cruder computations or else skips those functions altogether. Some of these factions can work together, but the further you get into Fallout 4 the more they’ll start to become enemies. How are these mods going to hit my game performance? If this is a recent PA-NPC version, please report the problem. Other factions are assigned one of the preexisting templates. Additional information from the Fallout wiki: It is possible for some settlers to be a Synth which may cause an attack on the settlement from The Institute. Thanks. DO NOT REPORT IT AS A BUG. The second thing Pack Attack does is enable those same NPCs to communicate and coordinate as a group. In combo with the other mods i mentioned it totally overhauled my combat experience in such an incredible way. Q: This mod just took a massive stack dump in my debug log. Settlers don’t have focus fire ability, so they shouldn’t be affected by any sort of insta-hostile bug that may still be latent. Further increments (1.661, etc.) Earlier versions of PA-NPC attached the script statically to actor records, so they were all persistent, which meant none of them were ever cleared out. If you’ve been using PA since early versions (especially prior to 1.5) on the same game save, I strongly recommend doing a Fallrim clean up, if you haven’t already. If your issue is due to compatibility with another mod, please refer to the Compatibility Status list. The script will then intend to do so by race. Also, is there a good mod for AI combat behavior? Currently they compare base weapon range and base cap cost value. I'm on xb1 so my options have been more limited but i stumbled upon a hell of a gem of an combat AI mod. ;), Anyways, good luck to you with whatever choice or choices you end up making for your combat-enhancing mods. What should I do? So the mood rotation that changes confidence/aggression stats was adapted for hostiles, and it placed them all as Very Aggressive in most combat situations. You can see some of my work over at Fallout Nexus. It is common for Pack members to challenge the reigning Alpha to win the title, which ends with the winner remaining as the dominant of the pack, which usually means that the Alpha is the most violent member, but not the most capable leader. Battle Buddies is my solution to countering a more effective flee/evade system. In general, I number releases in a “Major.Minor” format, where a version 1.6, for example, represents a substantial improvement to 1.5, but a 1.66 just introduces some new features over 1.65. Want to play survival, with enemies that are just a bit smarter to give the game a bit more of a challenge and such. Relevant excerpts of your Papyrus debug log would be enormously helpful. I then reconcile any of BLD’s NPC conflicts with my own merged patch (which is necessary for any non trivial mod setup anyway). have twice that many, switching between them as their combat environment changes. About The Author. I never went to Concord and left that quest just withering in the wind. As a result, normally Aggressive NPCs – Settlers, DCS, BoS, Minutemen, etc. In general, Medic is only available to human PANPCs. All said, it took me a long while and a bunch of combinations but i'm finally happy with the combat in my game. Or the folks at Covenant. Fallout 4 is a post-apocalyptic role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. Pack Attack looks amazing! As of v1.63, NPCs suffer temporary damages to their Aim Stability (gun wobble) and Weapon Attack Speed (how often they can shoot) for ranged attacks, depending on combat circumstances. I am no longer maintaining or supporting it. – either tamper with specific weapons, ammo, etc. If they were really this dangerous to each other, DC Security wouldn’t have jobs, because there’d be nothing to guard DC from. I’d rather save those rabbit holes for other projects. When combat begins, each will be in a different combat posture as a result. Dead NPCs, such as the dead Raiders in College Square, do not have scripts attached. PA-NPC adds detection events of varying strength when the player fires a weapon or makes a kill, as well as when already-alert NPCs are searching. Q: What about the Forged and the Rust Devils (and other smaller factions)? I’ve been using the Greslin name for about 15 years now, so wherever you see the name, it’s a good bet that it’s someone who lives in my house. 7. Prior to this, there is a brief period of gameplay during the pre-War era showing the player living with their spouse and child.The game takes place in Boston, Massachusetts. Talk to the person who wrote the patch. PA-NPC doesn’t do anything to mess with weapons or ammo. I’m a big believer in keeping to a very clear project scope. Thanks. Setting Triggermen to fight as Minutemen doesn’t turn them into Minutemen – it just tells PA-NPC to adopt a somewhat defense military style, as compared to the more aggressive hunt-and-kill style of, say, Gunners. Sometimes that means they take out their friends as well. This mod adds an immersive Fallout 4 vampire mechanism. This mod is being developed rapidly, and it is very likely that your issue has already been addressed. In VATS - to fire weapons, each of which has a cost based upon the type of weapon and its modifications. I’m always happy to hear more. When a PA-enabled NPC dies, the script shuts down for that NPC, unregistering for all its events. Once again, if so, let me know and I can either fix it or code around it. But believe me, I’m not doing this for any sort of compensation like that. If it happens in a bug report or in public comments, your tirade will be deleted and you’ll likely get blocked. Pull your logs and see what your game was doing just before it crashed. 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