Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

JackArbiter

Uploaded by

JackArbiter

Virus scan

Safe to use

1102 comments

  1. JackArbiter
    JackArbiter
    • premium
    • 131 kudos
    Locked
    Sticky
    If you have problems uninstalling or updating, one of the most recent Fallout 4 updates (just prior to Automatron) messed up the screen that shows disabled esp files when a save is being loaded and causes a crash, probably due to long file names bumping the text below the message screen.

    This was not ever a problem before, but I can replicate the problem myself with other people's mods.

    The solution is simple: disable a few esp files at a time, save, disable some more, save. 3 or 4 at a time. Will see what I can do about this, but if I update with shorter file names it will cause more crashes since the longer file names will be missing.

    I've brought up the problem in this thread at Bethesda's forums, but since my mod is one of the few that has a bunch of long file names I don't know if they'll try to address it.
  2. JackArbiter
    JackArbiter
    • premium
    • 131 kudos
    Locked
    Sticky
    If you are using increased detection distance and you can't see actors who are shooting at you, and you have a computer that can handle distance well, go to settings in the game and turn actor distance to max. If you think you already did, double check as this can get reset occasionally, I guess by game patches and such.

    Also, since half the time fog prevents you from seeing the enemy (I think the fog was put there to keep you from being able to see enemies that would not detect you due to the detection distance they have set for the game, which itself was probably to keep npcs from pwning each other all the time) you can add the following to the [General] section of your Fallout4.ini in Documents>My Games>Fallout4:

    sStartingConsoleCommand=cl off;setfog 1 0

    Do not put them on two separate lines, the settings you want initialized all go on that line.

    cl off turns character backlighting off so everyone isn't glowing and it's harder to see npcs.

    If you want the backlighting but still not the fog, just put:

    sStartingConsoleCommand=setfog 1 0

    If you want to compare, while ingame type setfog 0 0 to see the fog come back.

    I have no idea who came up with this but I've seen it posted around.
  3. JackArbiter
    JackArbiter
    • premium
    • 131 kudos
    Locked
    Sticky
    PLEASE TEST THE RELOAD/WALK SPEED CHANGES TO SEE IF YOU LIKE THEM BEFORE SAVING THE GAME WITH THEM.

    IF YOU HAVEN'T ALREADY BEEN USING THEM, YOUR BEST BET IS NOT TO USE THEM. That said, I like them, and I use them.

    I'm at the point I'd remove them but then people would install a new version and break the old version of them and it'd be even worse.

    Occasionally if you reload a quicksave or autosave the game might apply the reload effect twice, you need to make a regular save and exit the game then reload.

    To uninstall reload or walk speed change (version 0.3 and onward):

    If you have reload or walk speed changes:
    1. Uninstall the "Speed Uninstallation" file.
    2. Go into the game and save.
    3. You can uninstall the speed changes now, or even keep the file active. The changes won't work.

    If your reload speed becomes too slow due to loading an autosave and saving/exiting the game/reloading doesn't fix it, or if you try removing above and it doesn't work:

    Type player.getav 000002d3

    It should be -0.30 (or 0.05 with reload perk).

    If, let's say it bugged and it is at -0.60:

    Use player.modav 000002d3 0.3

    This will add up to -0.30.

    If you uninstalled but it didn't work and it's at -0.30 still:

    Use player.modav 000002d3 0.3 to add to 0.

    If you have the reload speed perk it should be 0.35. In this case if the uninstall didn't work you'd probably have 0.05 reload speed and
    player.modav 000002d3 0.3 would still add to 0.35.
  4. CGLoonie
    CGLoonie
    • member
    • 0 kudos
    How should I play with incrised damage cuz I want game to feel fair in a way.
    I played on recomended and truth be told I was BIT too strong I feel and I was using comando (lv3)+life giver (maxed) and truth be told I felt like I was unkillable while oneshotting everyone.
    What are your recomendation for that to keep it balance but also to avoid bulletsponges?
  5. RomeoDXebec
    RomeoDXebec
    • member
    • 0 kudos
    some questions is it safe to install mid playthrough, if i double the damage on my survival save is it gonna double the survival multiplier damage to 4x or the mod rewrites the game so its 2x as normal?
  6. DropKicknNinjas
    DropKicknNinjas
    • member
    • 0 kudos
    Excellent mod! a credit to the mod author. An absolute must have for me from now on. 👍 

    Edit: I dont believe the damage multipliers are working correctly, is it safe to uninstall these Esps without reverting back to a save without them ? 
    1. JSolvent
      JSolvent
      • member
      • 0 kudos
      did you ever find a cause or solution to this? I am currently noticing damage problems but everything else seems to be working fine, AI edits and stuff
  7. JSolvent
    JSolvent
    • member
    • 0 kudos
    Does anyone know if the recent (may update which broke like everything) broke arbitration in  some way?
    The ai, grenade spam, all that stuff seems to be working but i am dealing WAY less damage than i should be with the multiplier to max. It took me 3 shotgun shells to kill a bloatfly just outside of sanctuary at the start of the game, when my 10mm was a one shot previously.

    I've reinstalled, checked that my plugins are recognized and loaded. Only thing I havent done is re-download the entire archive and go from there. my internet is terrible so id like to avoid re-downloading if anyone has insights.
  8. ApolloSavage
    ApolloSavage
    • supporter
    • 1 kudos
    Took me close to 500 hours to figure out it was Arbitration's speed increase that makes Feral Ghouls basically zip across the map with unlocked framerates. I enjoy what the mod offers but the speed increase is a game breaker and the instructions for how to reverse it are confusing and I still don't know how to remove it. 
    1. StrannoVse
      StrannoVse
      • member
      • 1 kudos
      I didn't know that this problem was due to this mod. Thank you.
  9. dknomed44
    dknomed44
    • member
    • 1 kudos
    Anyone know how to STOP my 1 or 2 melee companion from going into cover? need them to close in and melee attack.

    I also noticed Ranged companions will (in combat) detect where enemies are and shoot  at them, even if there is a wall between them. any fix for this?
  10. rasonage
    rasonage
    • member
    • 0 kudos
    is this compatible with Pack Attack NPC?
    1. rayrex
      rayrex
      • supporter
      • 1 kudos
      I'm a little late to this, but for anyone else wondering - yes it is, and they work f***ing amazing together.

      Both mods work differently enough so as to not conflict / CTD, or make NPCs do anything derpy.
      Arbitration's settings give Pack Attack a "rule set" to work with that translates super f***ing well to FO4's gameplay.

      You're gonna feel like you're playing a completely new game!
    2. Plaguetard
      Plaguetard
      • member
      • 0 kudos
      Thanks for answering that, I was wondering the same thing
    3. vainth
      vainth
      • member
      • 0 kudos
      I have a question. Tho doesn't PANPC practically takeover Arbitration's settings? Just curious.
    4. JemusuDakuArashi
      JemusuDakuArashi
      • premium
      • 4 kudos
      User above, I'd say yes. No conflicts may show in FO4Edit. However you should take into consideration runtime conflicts. Both mods want an NPC to do different things can lead to logic errors causing the AI to be buggy. It may be common or uncommon. But frankly it's a bad idea to use both. However I read PANPC uses custom scripts & this just edits base vanilla behavior so it is up for experimentation.

      Edit: Testing they do work together quite well. No problems so far.
    5. Desie
      Desie
      • premium
      • 10 kudos
      Since were past a few years since the mod authors last pinned comments, I think this specific comment is more relevant around 2019-2021 and should also be pinned to top. Especially for those lucky enough to have PACK ATTACK mod before it was removed.

      Thanks for the info.
    6. DropKicknNinjas
      DropKicknNinjas
      • member
      • 0 kudos
      @JemusuDakuArashi Hey! Did you dig into this any deeper by chance ? Were there any issues as you possibly continued to test the 2 mods together ?
  11. RobNev
    RobNev
    • member
    • 0 kudos
    Hi all!
    Should be compatible with chemfluence, right?
    Thank you!
  12. stoleru1994
    stoleru1994
    • member
    • 0 kudos
    Thanks for the your work on making this mod but personally i find this stealth mod to be bad for me, i cant even sneak up on any enemy with this even tho i slow walk on crouch, they detect me way to easy, im in danger even if i wasn't been seen/detected, they shoot from half mile away at me with pistols even if i'm long range sniping them and so on. I will go back on Search and Destroy stealth mod, played with it for almost 40h and it was more balanced.
  13. Soldaten112
    Soldaten112
    • member
    • 0 kudos
    This is truly one of the many of the great mods for FO4. I love how this mod makes the game more realistic with its hefty consequences for being reckless. It reminds me of Post Scriptum when it comes to realism and lethality, and I love it.