Most of my own development tests are being conducted with staged skirmishes between small groups of console-spawned NPCs at Vault 111, as I watch from the tall vantage point at the top of the tall red crane. Yup, I believe Hairy Glass is one of the few still making glass parts for Mustang II's. .We can send you close-up photos to help you select the the doors you want.. Because we make so many parts VFN is unable to stock everything.so many parts VFN is unable to Can you fix it? This doesnt change faction relationships at all. I am no longer developing or maintaining the original Pack Attack mod. 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. They then get a DR boost and another big Courage buff, and go to town in an adrenaline-fueled murder rage. Q: Does PA-NPC include assessments of specific weapon/armor/ammo types and capabilities? 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. Q: Can I get a compatibility patch for [insert popular mod name here]? Sometimes I will refer to a PA-enabled NPC as a PANPC (no hyphen). Or the folks at Covenant. Talk to the person who wrote the patch. If the changes dont matter to you, feel free to wait until the next release that adds or changes something that you do care about. 1. Q: Why is this raider duck-and-covering instead of just running away? Other AI overhauls all basically do the same things: adjust the global game settings and update the combat style definitions. Aggressive military types use either the Gunners or Brotherhood templates. Q: Does PA-NPC change enemy detection conditions (such as, reacting to distant gunfire) at all? You can see some of my work over at Fallout Nexus. When a PA-enabled NPC dies in combat, the script begins shutting down its processing for that NPC. So no one can promise a flawless playthrough here. Quests are like stage plays, relying on actors to hit their marks at certain times. Unfortunately, Creation Kit has a habit of making these cute little unnecessary edits without consulting the author, which then get saved and shipped without being noticed. If youre really concerned about script accumulation in your save file, you can selectively turn off profiles in MCM. However, I cant with 100% certainty promise that it cant or wont happen. Im middle aged, work from home as a self-employed freelance writer, and have a very understanding wife who puts up with it. Q: Did that raider really just throw my companion to the ground? Guide/Mod Compatibility. Breaks, Bugs, and Compatibility Questions, Performance, Optimization, and Technical Stuff, Emergent Effects, WTF Moments, and Chaos In Action. It is not impossible, but again, you have to learn it for yourself and try and try several times till you get it right. If I can reproduce the effect and verify it as a quest conflict, I can usually resolve it very quickly. 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 non-F4SE version uses alternative functions that either emulate these features with much cruder computations or else skips those functions altogether. Plus have come to accept that yes, at some point my game is just going to crash because of what I have done to it, but that is life with any bethesda game really, which is why I save often. Both of them seem to have gone dark due to the recent situation. Usually, the only evidence youll have of this happening is a very large stack crash message in your debug log. To learn more about chaos theory, I strongly recommend the book Chaos: The Making Of A New Science by James Gleick. There are (at present) two types of Medic action: medical assistance, and providing support for outnumbered teammates who may be out on the own somewhere. Ranged fighters in a defensive posture get the opposite: better accuracy with slower speed. Added palette textures to archive. Here w. The Pack is one of the three factions of raiders living in Nuka-World. 2. But I need to be able to verify it firsthand. As of v1.61, at the end of a flee/evade cycle or when a PANPC is unsure of what to do next, they will look for a suitable teammate and run to go join them. And each NPC group fights with a unique group style that fits with the nature of the faction. Q: Which NPCs are altered by PA-NPC? Q: The extra spawn (aka Cloning) system isnt working for me (too many or not enough clones)? Blessed Terradon Riders (Fireleech Bolas), Ancient Stegadon (Engine of the Gods) (mount), The Umbral Tide (Salamander Hunting Pack). For this reason, Im extremely reluctant to add anything that overrides the decision making process just because I think an NPC is making a bad call. Im a nice guy who wants your feedback. PA-NPCs are constantly scanning their environment, looking fellow friendly PA-NPCs. Theyre more concerned with the other teams armaments and head counts, plus many other factors. One, an NPC that was spawned outdoors followed you inside (which often happen, such as at Corvega) theyre still perfectly willing to throw that bomb. I really do think that Raiders are my favorite PA-NPC group. Most animals/creatures, other than canines (friendly dogs and Dogmeat currently not supported) The other situation, theoretically, is that a no-Molly NPC could maybe lift one off the newly dead corpse of a comrade. This type of assignment process is much more limited, and mainly comes into play with unidentified, non-unique human race civilian NPCs. Yes. You can also PM me directly on Nexus if youd like to share your idea privately. Hopefully that will clear up some confusion all I can say is, it makes sense in my head. All non-tactical (i.e. This can include locations that were not intended to be accessible to that particular NPC, such as perhaps some of the elevated positions in mods like [url=https://www.nexusmods.com/fallout4/mods/29735]Diamond City Enhanced Security[/url]. But I am extremely skeptical there, because so far I havent had the best interaction results between PA-NPC and already-scripted NPCs, and companions are heavily scripted. Please update. A near-future version of PA-NPC will include limited support for turrets and brahmin, specifically to reset them to normal aggression. The problems are the unsupported NPCs that were enabled by mistake due to (now-fixed) bugs in the registrar, and that otherwise would normally be friendly NPCs. When they die, their molotovs are replaced. So generally speaking, Id avoid merging it, even though it may work. K, I recently bought the latest version of Fallout 4, and thus had to re-install all my mods. ; Crashing problem can be solved by lowering your graphic settings. A higher value will make them be more likely to stick to their team, a lower value means pretty much every man or woman for themselves. Q: I found a bug! Q: Why is the Main release a more current version than the no-F4SE release? Through their victories and defeats, the individual NPCs will gain or lose courage, earn command roles, or succumb to revenge rage at the sight of a fallen comrade. I hope you enjoy reading it. In the older system, there was simply a common pool of resources, and a single process could drag down the whole game. Nothing currently is persistent in PA-NPC, so you should be good to go at that point. Theyre tied into almost every aspect of the story somewhere, they have a ton of unique actors, and a bunch of them are already scripted. Locked at least until 1.9 release. This feature in general makes PANPCs cohere more as groups. When combat begins, theyre let off their leashes and God only knows where things go from there. Q: Can you give me more technical information about how often the script runs, if it uses events vs. timers, etc.? Since mod authors face CTD reports from users frequently i decided to place some notes about possible reasons and fixes for game CTDs. I'll check ENB Boost to see if that helps any (I remember it helping a bit, but it's been ages,) and I'll Run Loot to see if that helps at all. Its not set in stone or anything, but yes. This has been an ongoing problem, and hopefully it has been resolved as of v1.631. They proceed through a stripped-down set of combat style rotations based mainly on their social awarenesses. Thank you. Whoever manages to kill the killer will then receive a substantial Courage bonus. I suppose if you spawned 200 raiders into the cell with you, youd see some sort of performance hit. Then the script is dispelled. Pack Attack NPC is a great mod that I use in my load order with RGE, . Dead NPCs, such as the dead Raiders in College Square, do not have scripts attached. As of v1.432 and in all current versions, PA-NPC does not touch any base records. Alright, first of all, this is my desperate last attempt. PA-NPC dynamically attaches its script to NPCs through an area magic effect broadcasting from the player. Terminology note: PA-enabled means an NPC that is operating using Pack Attack logic. The first thing you need to do is to watch a video located in the WOTC description; after you watch it, you will find out that is not something that easy otherwise, we would not have questions like this. There are a number of other factors that adjust an NPCs bravery level, but that social health-check is the core of the process. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). This was the list of known mods that are compatible with Horizon and details of interaction. This also created unwanted hostility in some tests involving PA-enabled friendly dogs. 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. So stay classy, as my patience is not endless. PA-NPC raiders dynamically shift between ranged (guns) and melee (knifes/bare hands) attacks, depending on their appraisal of the situation. As of v1.432, nearly every NPC group in Fallout 4 and the DLCs are PA-enabled. Its an idea best left to a separate mod. If you are encountering this problem, you have a very outdated version. Ive yet to see that happen, but I cant rule it out as a possibility. Its basically there for the bugged NPCs you cant/wont destroy, live with, or that are currently unsupported by PA-NPC. As of v1.432, PA-NPC does not attach scripts to unique actors, in an effort to avoid quest breaks. ; Close Discord, MSI Afterburner, and Other . What should I do? Forged and Rust Devils, for instance, use the Raiders template. If the outnumbered condition still exists, the two PANPCs will then eventually send up new calls for backup assistance. When Im reasonably confident in the main release, Ill ship a non-F4SE version at the same time. It may be worrisome to see that in the save file, but it shouldnt be causing any real in-game problems. Archived post. Will I have a problem? Its a distraction. Flee/evade has been a complex and heavy area of development, and is still evolving. Most of the non-F4SE players Ive heard from so far have been VR players, so Im trying to limit the amount of experimental code they have to deal with. If at some point I can adapt PA-NPC for companions without a major overhaul and compatibility nightmares (my other concern), Im happy to look into it. Ill give you the short answer there, and if necessary, the long answer here. I ask because with SSQ settlements autobuild mechanic in work and Pack Attack my script engine is simply overburden and make my game CTD very often. The one exception to that is power armor. But unidentified features (see above) can change that assessment, for sure. Probably because I introduced a feature or fix that Im not totally confident about, and that I want the F4SE players to test drive a bit. All this data is collected and processed into a general bravery rating, which is then used to decide between aggressive, conservative, melee and ranged combat tactics. This is likely going to happen often. As with certain other animals, (e.g . Ill give you an example from the v1.5 series. Good luck. Q: I have a question that you havent answered in this FAQ. Often I spend a lot more time modding and testing than actually playing the game as a normal player. Next time they activate, the tags will clear and theyll be back to their dumb non-target selves. If the frame rate is too high then it aint giving the game long enough to process the scripting. If anyone knows something, plaese let me know Here is my mod list: 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 . Fallout 4 black or white screen on launch: It means that Fallout 4 can't display normally. PA-NPC is going to likely change the outcome of those. 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