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Changelogs
Version 11.0
Adjusted ccBGSFO4046_CaroniCs Combat Style from the Tesla Cannon CC from Next Gen
Fixed some consistency issues with some of the Combat Styles relating to the creatures
Patched the mod to work the UFO4P mod by patching the companion quests that were conflicting/undoing what UFO4P was fixing - Thanks to lowl for posting this issue
Improved companion bumping. They will move away from the player faster and further.
Version 10.0
Added the PowerArmorPreventArmorDamageKeyword to all humanoid companions so that the Power Armor doesn't break
Added the DefaultStayAtSelfScene action to all the companion dialogue quests in the CK, allowing them to stand still when spoken to
Sadly this makes the mod no longer be saved as an ESL
This is the same mod but this version adds the PowerArmorPreventArmorDamageKeyword to the Player, ensuring that her Power Armor doesn't break when you uses it.
Version 9.0
Updated for Next Gen
All companions accuracy has been reduced to 80% not 100%.
Version 8.0
Mod is now ESL Flagged
Version 7.0
All CombatStyles have been adjusted including ones used for boss fights like Kellogg for example.
Version 6.0
All Creatures Update
Creatures accuracy varies depending on creature type
Creatures Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 them to fight together rather than alone.
Creatures will flank rather than run towards enemies.
Creatures will have 50% chance of avoiding threats, dodge and evade threats included.
Creatures will block when staggered and have a chance to stagger enemies when getting too close.
Version 5.0
Synths Update
Synth Combat Style, Bug Fixes And CSLR - Longe Range Update
Synth''s accuracy set to 100% due to computers having pin-point vision
Synths Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 them to fight together rather than alone.
Synths will flank rather than run towards enemies.
Synths will have 50% chance of avoiding threats, dodge and evade threats included.
Synths will block when staggered and have a chance to stagger enemies when getting too close using whatever weapon they have equipped.
Synths will change weapons on the fly.
Fixed some Combat Styles that didn't have Attack When Staggered Mult set 10.0 but rather 1.0
Set all the Combat Styles that were adjusted from 1.0 to 5.0 to have all CSLR - Longe Range Update set to 1.0
This allows NPCs to crouch, strafe, wait and look for targets when either entering combat or leaving combat for example losing site and searching every nook and cranny to the last whereabouts of a target.
Interestingly this also allows nearby NPCs to rush when spotting targets as well as nearby enemies who have ranged weapons to either take cover or crouch to increase weapon accuracy and provide cover and backup depending on the situation.
Version 4.0
Automatron, Far Harbor and Nuka World DLC Update
Mod now expanding into the DLCS
Mod has a thumbnail and header change
Longfellow and Gage now use a custom Combat Style rather than templated ones
Both DLC Companions are now classed as Courser
The Combat Style is a copy from X6-88 Combat Style in the mod and is explained more in v1.0 log notes
All Robots in the Automatron DLC have 100% accuracy as robots should be accurate with shots in the first place
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 for all robots and creatures in the Captain Dance quest to allow the enemies fight together rather than alone with some exceptions like Suicide enemies
All robots and creatures from the Captain Dance quest will flank rather than run towards the target
Colter and Oswald have also had their Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 and will flank
Cloter's accuracy is set to 40% as it was implied in his combat ai that he was a cheater and dumb as he never tried to aviod threats since he always wins the rigged fight
Ozwald's accuracy is set to 70%
Robots, Captain Dance Creatures, Colter and Ozwald will block when staggered and have a chance to stagger enemies when getting too close using whatever weapon they have equipped
Robots, Captain Dance Creatures, Colter and Ozwald will change weapons on the fly
Robots, Captain Dance Creatures, Colter and Ozwald will have 50% chance of avoiding threats, dodge and evade threats included
Robots, Captain Dance Creatures, Colter and Ozwald will block when staggered and have a chance to stagger enemies when getting too close using whatever weapon they have equipped
Robots, Captain Dance Creatures, Colter and Ozwald will block and stagger enemies at melee distance
Version 3.0
Super Mutant and Children Of Atom Update
Both groups will use the Offensive, Defensive and Group Mults allowing them to fight together rather than alone
Both groups will change weapons on the fly
Both groups will not run towards the enemy but instead flank
Both groups will have a 50% chance of avoiding threats
Both groups will block and stagger enemies at melee distance
Super Mutants accuracy set to 50%
Children Of Atom accuracy set to 60%
Adjusted another Raider Faction that was missing in v2
Mod has been renamed to Combat Ai Uncapped
Version 2.0
Raiders Update
Raiders accuracy set to 40% due to lore reason as they are chem addicts
Raiders will change weapons on the fly
Raider Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 them to fight together rather than alone.
Ranged Raiders will flank rather than run towards enemies
Raiders will have 50% chance of avoiding threats, dodge and evade threats included
Raiders will block when staggered and have a chance to stagger enemies when getting too close using whatever weapon they have equipped
Raiders will also strafe during long ranged combat
Version 1.0
Initial Release Of The Mod
Companions don't consume ammo
Companions can switch between weapons on the fly
Companions flank enemies instead of running towards them
Companions will also try and avoid threats
Some Companions will attack eneimes that are in a stagger state
All Companion accuracy set to 100%
The Offensive Mult, Defensive Mult and Group Offensive Mult are all set to 1 for all Companions as well as the DefaultCombatStyle Ai allowing the NPCs to fight together rather than alone
The goal of the mod is to uncapped the Combat Ai in Fallout 4.
For example almost all companions will use range weapons regards of enemy type, and distance between them and the enemy. They also would be programmed to not fight often when in groups so they would instead be fighting independently and be more defensive. They would also move towards the enemy rather than flanking.
So the mod aims to fix capped combat Ai and allow NPCs and Companions to have freedom of choice when initiating combat. It will also adjust miscellaneous stats like accuracy. Mostly making this mod for fun and out of curiosity.
Will mostly update the changes in the changelog as it will house all the details of what each version of the mod is doing. It will also be fulled with technical jargon.