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Changelogs
Version 0.4.3
Files for damage to and from player adjusted to affect very hard for those who do not want to use Bethesda's updated survival difficulty.
Version 0.4.2
0.4.2 Changes:
*Preston Garvey was missing from AI Overhaul (and recommended core). Now he should be not stupid.
0.4.1 Changes:
*Removed special character from Sneak Detection Distance Increase 50% to prevent CTDs. Stupid of me to have put that in there.
0.4.0 Changes:
*Merged all the minor stuff into one .esp
*Separated out increase detection distance for NPCs from the Stealth Overhaul. You can choose normal, 50% increase, or none.
*Stealth Overhaul - Actions now have a much higher chance to get you found out (shooting and disarming traps, for instance). Those stealth perks will be more handy than ever.
*Combat AI - NPCs are now MUCH less likely to advance out of cover to go charging toward their enemy. Like from 0-50-75 to 0-5-10 (low mid high percentages).
*Combat AI - NPCs are now somewhat less likely to move from cover to similar cover, which was making them easy targets.
*Removed controllable lowered weapons. Install Button Lowered Weapons instead.
0.3.7 Changes:
*Falling damage increases exponentially with height as you go higher than three floors.
*No condition regeneration for 5 minutes reduced down to 2 since my followers kept breaking their legs when I was testing falling and then they'd just sit there for 5 minutes.
0.3.6 Changes:
*Added No Condition Regeneration - Your broken arms and concussions won't magically regenerate 30 seconds later (I set it to 5 minutes, so they will eventually). Optional as usual.
*Correct version number in the FOMod file.
0.3.5 Changes:
AI Overhaul:
Latest build of FO4Edit had a few more (still as-of-yet unknown) values available. No significant changes.
0.3.4 Changes:
Molotov - 100 percent crit effect chance on death (game setting affects all chances of crit on death, not just molotovs). So instead of 25% of people who die to molotovs looking charred, 100% of people who die to molotovs look charred.
Fall Damage - Changed setting so that leg damage happens 100% of the time instead of 50% of the time (when you should take damage from a high fall), which was kinda weird and random and a game setting I had previously missed.
0.3.3 Changes:
Added controllable lowered weapons - have your weapons lowered or raised whenever you want - controlled by looking near enough at an object or NPC to go into cover, then aiming to get out of it. No bugs, no uninstallation issues, configurable distance and delay, easier than pressing a button and faster than holding the holster button.
Added less grenade spam - reduces 'nade/molotov spam from 7.5/5 to 25/25 (minimum delay in seconds).
Added increased grenade detection distance - increases grenade detection distance from 512 radius around the player to 2048 radius around the player (you see the visual warning much sooner).
Added 1x survival player damage (vanilla is 0.5x)
Stealth Overhaul:
*Added file with vanilla detection distance for people who don't like it or have issues with the distance
*Removed reduced noise impact - vanilla seems to be fine so long as the distance attenuation is increased
AI Overhaul:
*Mirelurks are now 100% aggro
*Cleaned to remove unused combat styles (was being lazy)
Added optional compatibility file for mods that make nights darker - lowers the player's exterior light level, making it easier to sneak when it looks like you're in darkness while outside.
Added test file for Automatron AI - offensive, defensive, and group mult values only, no strafing or flanking. Avoided adjusting the Mechanist, Sparks, and robobrain robots (I generally avoid special characters until I've experienced playing with them).
Better Combat AI Reduced Grenade Spam Increased Grenade Detection Distance Increased Survival Difficulty Damage Better Fall Damage Increased Stealth Detect Distance Longer Stealth Search Time Unbroken Stealth Light Level Increased Walk Speed (Global) Decreased Reload Speed (Global) Reduced Compass Radar Detection No Automatic Condition (broken limbs, concussion) Regeneration Molotov Cocktails burn ppl to death instead of exploding ppl to death
Everything optional. See sticky for change notes.
Recommended 3rd party mods: Durable Vertibirds Keeps vertibirds from getting shot down so easily, kinda necessary with the increased aggro and such. Powerful Power Armor Makes Power Armor more resistant to damage so as not to suck with the increased damage settings.
If you use the reload speed/walk speed changes, you SHOULD be able to uninstall them with no issues ACCORDING TO THE UNINSTALLATION STEPS LISTED BELOW. Keep in mind that SHOULD does not mean WILL. These two changes affect every NPC that loads in your game, and while I've tested uninstallation thoroughly on my end there is no telling what could arise later. BE CAREFUL. If these two changes aren't that important to you, avoid them.
From the first Arbitration (comment) review by Maleficus04: Special thanks to sensei27 for adjustments to walk speed, Dragongamer112 for the initial FOMod installer, and NoShotz for catching and fixing FOmod installer bugs.
See videos below for in-depth look at features.
Installation
Uninstallation
Anyone at all is welcome to review this mod.
Features
Made AI (including companions) attack things all the time instead of waiting to be shot half the time (non-mirelurk wildlife, power armor, and some special npcs left untouched)
Made ranged AI focus on flanking
Increased odds of strafing for ranged AI
AI won't blindly charge out of cover nearly as much (change made after the video below)
AI won't change from cover to similar cover as much
Increased damage to player (*survival difficulty only)
Increased damage to npcs (*survival difficulty only)
Molotov cocktails no longer kill with exploding, they kill with fire (not explicit in video).
Reduced fall damage
Greatly increased fall leg damage
Leg damage chance from 50% to 100% (if you receive damage at that height)
Fall damage exponentially worse at about 4 floors
Increased stealth detection range x2 (optional file)
Increased outdoors stealth detection range x4 (optional file)
The farther away you are the less likely you'll be spotted (video was before this fix)
As the 2nd video shows, stealth perks are still important
Actions now have a 3x affect on stealth (shooting, disarming traps, etc.)
Increased Hostile/Alert/Lost detection times
Reduced indoors light bonus to match outdoors - more detectable
Decreased base compass detection range - perception bonus still the same (if you can't find an enemy, eat some mentats, etc.)
Increased walking (and player overburdened) speed by 25% for all NPCs as well as the player
Decreased reloading speed by 30% for all NPCs as well as the player
I was a little intoxicated when I wrote the following description (back when I released version 0.1):