It can be an absolutely brutal mod and spices up a no-fast travel playthrough like no other mods i've used to date. It’s not my intention to in any way denigrate that work – I’m standing on those author’s shoulders here. If you have just upgraded to v1.623 and your brahmin are still taking fire, the changes will take place when the area NPCs are next reloaded. Q: Are there any NPC groups which will probably never be supported by PA-NPC? Any good Combat/AI mods recently? No. A good companion to keep around, Codsworth brings some levity to the experience of Fallout 4, flinging out robot quips and jokes about how his cleaning procedure is being activated by … PA-NPC should also be compatible with stealth mods that mainly work by changing actor aggro/detect radii. Non-synth robots (including turrets). It features new items, abilities, and gameplay created by Bethesda Game Studios and outside development partners including community creators. Ask it in the comment section (or send me a PM). Q: What does PA/PA-NPC do to NPC behavior when they are not in combat? 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. I love Immersive Fallout and definitely always use it. Modern Firearms version 2.6.7 is now live! Your companion got caught in crossfire and shot back. Q: I found a bug! Some of these mods … DC Security (and both other friendly guard factions) fight as Minutemen, as do the Triggermen. So instead of 25% of people who die to molotovs looking charred, 100% of people who die to molotovs look charred. Sometimes I will refer to a PA-enabled NPC as a “PANPC” (no hyphen). Q: Is there any way to do a “factory reset” of PA-NPC? Q: When is this going to be expanded to [insert NPC group here]? As of v1.4, the only times I’ve ever seen the stack crash is when I’m intentionally spawning lots of hostile NPCs and trying to crash it. The two types of assessment are very different. If this is a recent PA-NPC version, please report the problem. I know Immersive Fallout tries to tailor the AI specifically for Raiders, Gunners, Super Mutants, etc. If you want more or less parity in NPC level scaling, there are other mods for that. < > Showing 1-2 of 2 comments . Others will fall like a house of cards. The modules I use are the aggression/AI rework and the "Less grenade spam". In VATS - to fire weapons, each of which has a cost based upon the type of weapon and its modifications. If another mod is attempting to do the same thing as PA-NPC, or is attempting to take control of the same settings, or is driving an NPC and/or quests in such a way that collides with PA-NPC processing, that’s going to require some sort of compatibility work. You might take out 3 raiders at the start but when you venture further into the dungeon, you might suddenly be ambushed by some raider hiding in the bathroom. Also, no attacks within settlements from the stalkers, which is nice and convenient. The effect dies with them. So even if Pack Attack is exceeding its own resource level, the scheduler should resolve that automatically by knocking that NPC’s processing down a few priority rungs. If its last act was caused by PA-NPC, I’d like to know that. If you are getting a repeating bug that you can reliably reproduce, try kicking on Debug Mode and see what the messages say. Dragon Ball is more than just anime/manga it's a way of life -DBZAOTA being called a Devil rather than a man by his enemies is a testament to his greatness -HCE. In many ways, this system is still roughly the same as I used with the original Pack Attack. Cookies help us deliver our Services. I recommend using PA-NPC with mods that reduce area respawn times, toughen up enemy NPCs, and the like. Using them together will have unintended consequences. As of v1.432, no base records are edited, and the mod dynamically attaches PA-NPC functionality on the fly. Using a combination of faction and race identification markers. Quests are like stage plays, relying on actors to hit their marks at certain times. The other assigned race are Ghouls, which (IIRC) I set to the Gunner template, on the logic that they’ve been around the track for a while and have become fairly good at handling themselves. 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). I’ll give you an example from the v1.5 series. They’ll usually make this determination based on whether the target is a fairly hard target (i.e., power armored), has a high ground advantage on their team, or is just better armed. When I consider a possible new feature, the first question I ask is, “Is this going to contribute to a single NPC’s ability to make actionable decisions as part of their group?” If not, then at best its out of scope. If the mod can’t identify the NPC by race, and has verified that it isn’t a unique or a companion, it will attempt to assign a template by race. 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. Either way it looks great. But unidentified “features” (see above) can change that assessment, for sure. Combined together they make a much more hellish, much more deadly, much more difficult commonwealth wasteland. Q: Does Pack Attack alter the accuracy or attack speed of NPCs? I can't play without it anymore. Otherwise, the best direct repayment you can give me is to use the mod, enjoy it, and tell me all about your adventures! Hopefully not. I'm going to try to write as little story spoilers as I can, but it's not possible to do an endings guide without at least summarizing a few things that happen in the Nuka World DLC. Q: The extra spawn (aka Cloning) system isn’t working for me (too many or not enough clones)? More than that, you should. Blood pack & sleeping NPC feeding, thirst mechanism, sun damage, transformation changing your eyes, blood magic, it's all there. Q: If I am using PA-NPC, can I uninstall the original Pack Attack mod? :), New comments cannot be posted and votes cannot be cast, More posts from the FalloutMods community. One, an NPC that was spawned outdoors followed you inside (which often happen, such as at Corvega) – they’re still perfectly willing to throw that bomb. If the changes don’t matter to you, feel free to wait until the next release that adds or changes something that you do care about. If at some point I can adapt PA-NPC for companions without a major overhaul and compatibility nightmares (my other concern), I’m happy to look into it. Versions 1.6+ (main channel) require F4SE. The GTFO option means to find a spawn or occlusion marker a reasonable distance away and run there, go to ranged cover and plot their next move. You shouldn’t encounter any problems. Almost all of them, with the following exceptions: Any character flagged as unique Be aware that any mod that introduces new spawn markers (War of the Commonwealth, I’m looking at you) will also be introducing new places for PA-NPC’s clones to spawn. Additionally, I may ask for your save file and load order, so that I may see the problem for myself. I absolutely am, although I reserve the right to reject ideas that either I don’t think will work, or that are outside of my envisioned scope of this mod. Scent gets a general scan of the collective wounded status of the other group to decide whether to press the advantage (“they’re bleeding! The other situation, theoretically, is that a no-Molly NPC could maybe lift one off the newly dead corpse of a comrade. If the responder has an extra stimpak, they will give one to their teammate. Unarmed is a skill in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren and J.E. As of the 1.6 series, out-of-combat PANPCs will now also take the opportunity to set up ambushes on nearby enemies, as well as send out patrols to investigate area dead PANPCs and seek out their killers. 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. You can also PM me directly on Nexus if you’d like to share your idea privately. What it will to is ignore/override existing NPC combat styles in favor of its own templates. 3. Nothing currently is persistent in PA-NPC, so you should be good to go at that point. Some of these factions can work together, but the further you get into Fallout 4 the more they’ll start to become enemies. Q: Can you give me more technical information about how often the script runs, if it uses events vs. timers, etc.? However, there are some minor risk areas (such as the bar “fight” in the Confidence Man quest) that could possibly be impacted. I’ve been an open source guy since before the term was coined in 1998. My time isn’t overly ample, so much as it is abnormally flexible. I’m a particular fan of the Zachtronics games. - Textures for walls are from free resource websites. A lot of these combat balance overhauls all fall into the same trap of not respecting scope and end up touching various little things to fit the mod author’s idea of how the game should be played. My one question is with how it changes faction specific AI. I'm still looking for a good combat overhaul though. I am currently developing both Pack Attack mods on the most recent version of Fallout 4 (1.10.75, as of this writing). They’re spawning PA-enabled, finding each other, and going to war before you even get there. A spot for the mods I code for Fallout and other games, last updated 03/31/2018, PANPC v1.66 “I Hear Nebraska’s Nice” update. In versions prior to 1.61, an edge case existed where a PANPC with Command ability could have reacted to a friendly target that happened to be tagged as a command target by a similarly abilitied hostile faction, such as the Gunners. In theory, this could have potentially led to DCS firing on the player in some rare instances where the player had been tagged as a command target in a prior fight against Gunners. Sawyer's Fallout Role-Playing Game. 1 Background 2 Interactions with the player character 2.1 Interactions overview 2.2 Other interactions 3 Inventory 4 Notes 5 Appearances 6 Behind the scenes 7 Gallery 8 References Pickman is a man with a strong dislike for raiders, killing anyone that wanders into his home. I just don't want to stack on BLD and RGBO and something like Create Your Own Difficulty and all of a sudden even Deathclaws are being one shot to the body. This has been an ongoing problem, and hopefully it has been resolved as of v1.631. PA-NPC now includes all of the functionality of the original Pack Attack, plus much else besides. IMPORTANT! I've used Arbitration, but it hasn't been updated in years and I've heard it doesn't mesh well with other mods anymore. 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! Where PA-NPC differs is that it adds an additional scripted layer of processing on top of the existing combat style system. 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. If you are having this problem, please rule out these scenarios before reporting it as a new bug: 1. Despite being out for some time now, Fallout 4 modding scene is still in it's child shoes. Q: And how exactly did a raider (or other NPC) get up there? Die besten Fallout-Mods für die Playstation 4. You can also help pitch in, if you want to get your hands dirty on this mod. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). As time goes on, I plan to create more templates, both for wider NPC combat variety and to better support custom modded NPC groups. The registrar now attempts to match against two markers instead of one, before clearing the NPC for registration. Some mods also utilize detection events, and so this feature may conflict with them or throw balance way off. This is likely going to happen often. As of v1.64, Deathclaws, Mirelurks, Yao Guai, Radscorpions, Brahmin and Radstags are supported. I’d rather you not, for a variety of reasons. However, I’m usually pretty good at finding and resolving them, so this shouldn’t be an issue in most versions. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). Why are you updating this mod so often? Ranged fighters in a defensive posture get the opposite: better accuracy with slower speed. Versions since 1.6 have included multiple levels of security to ensure that this combat fire routine is never used unless the target is alive and faction hostile (or is already hostile to the NPC), and is currently in a combat-ready state. Rather than having a single defined combat style (as in vanilla), PA-enabled animals have five of them, and biped NPCs (humans, etc.) Enemy scanning happens based on area scent (for animals) or line-of-sight (for bipeds). Not really. As @DCShannon mentions in their comment, difficult is also likely a factor. Occasionally, under the right conditions, a raider will react to Revenge rage by shooting up with Psycho. 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. Press question mark to learn the rest of the keyboard shortcuts. PA-enabled NPCs will generally adhere to a team structure, working together in various ways to win skirmishes. Keep in mind that there are ways for this to legitimately happen. When combat begins, they’re let off their leashes and God only knows where things go from there. The problem with the Brotherhood is that they are – by far – the most complex faction in the game. There are thirty-seven discoverable/unlockable settlements total with thirty in the base game, one in the Automatron, four in the Far Harbor, one in the Vault-Tec Workshop and one in the Nuka-World add-ons. If so i would highly recommend it. Either way, you’re too close. Just something that isnt so all inclusive that makes changes to all things in the game, like needs. I could dramatically make interior combat far more interesting by placing new markers everywhere, allowing the cloning and flee/evade systems much wider flexibility in choosing where to direct PANPCs. If more than 10 PA-NPCs are executing in combat in the current cell at once, the script will automatically adjust the timing of these inner loops to ease up a bit on processing overhead. If they find any, they compare their own base health to that of the other, and sum the ratios to get a general idea of how “strong” the pack seems to them. I’m always happy to hear more. I can’t promise that any particular version doesn’t break anything. Fallout 4 VR Configuration Tool [www.nexusmods.com] As strange as this may sound, I recommend you download this via the Mod Manager link rather than using the manual link because NMM (and I assume Vortex) can tell you when there is an update to this utility. 5. This doesn’t change faction relationships at all. This seems to eliminate nearly all molotov throwing indoors. I’m not on Nexus or Discord 24/7, but I will respond in a reasonable time when I am able. 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