CURIOUS ABOUT WHAT I'M DOING NEXT? CURIATE NO FURTHER!
EDIT: Also if you're using the legacy build instead of the stable build, then please quit complaining about "detection range" issues. Some people like the high detection setting WHICH IS WHY I INCLUDED THE LEGACY OPTION. It's doing what it's supposed to. Just get the stable version instead. This has already been addressed.
PSA: The .esl files had a problem with them (they used real.ai esp as a dependency, no idea why since I've made similar copies before without that issue but also this is my first time working with esl files so oh well. I will sort it out later, but I feel a bit burned out having just finished yet another real.ai extension. Sorry everyone. It'll happen soon. Promise.
Absolutely. In fact, the main developer of Frost has taken a great interest in this mod. In fact, he won't stop talking about it. I'm living rent free in that guy's head.
This mod is fun.. for a while. The combat is well made. Being flanked by a group of raiders or gunners is more realistic than vanilla and seeing how the weapons play into how the ai fights is cool. The biggest problem i have with this mod is that the detection radius is too high. You will spend 10 minutes running to a place to talk to an npc for a quest, only to end up searching a area of 1 mile around the npc for whatever that npc is looking for, just because it is still in combat. "Oh you want to talk to this npc? Well go clear out that Super Mutant building that is 3 blocks down the road, because they have spotted you and are now in combat." If there was a option to change how high that detection was, i would love that, but right now, i want to be able to do a simple thing such as talk to a npc without killing everything in Boston.
completely agree with this, i love every other aspect of the mod but it can be a bit irritating when I'm trying to talk to someone and they've clearly had a bad day so they take it out on the radstag 100m away minding its own business.
Thanks, I found a couple of mods that solve this task, one is called "ItRain", created in 2019 by DieFeM, it can be found here - https://forums.nexusmods.com/topic/5769482-mod-that-makes-npcs-go-under-roofs-when-rainstorm/page/2/
"Mod that makes NPCs go under roofs when rain/storm. I've done a little mod in which you place a mat in your settlement and, when it rains or there is a rads storm, all settlers go near to it. Only one mat can be placed for each settlement, it doesn't work for robots, animals nor creatures."
Straight link to Download (delete spaces) - https ://drive.google .com/file/d/1gEs0dok0IHc_ziHMtzZqgk7Fa0Wow_c7
And the second one is "Fallout 2287 Gas Masks of the Wasteland", it makes settlers wear masks during the radiation - https://www.nexusmods.com/fallout4/mods/17491
Thus in theory they can probably be encouraged to go under the roof of needed building to the chosen spot with gas masks on their faces. I haven't tried it myself yet, but I'm going to test it.
It's OK i guess. Really really dumb AI more like it. - but.
I liked how enemies flanked and melee npcs went balls to the wall. They also moved from cover to cover quite nicely.
I seriously disliked the detection radius, so I changed it back to Vanilla myself. Because I've turned Boston into a forest and there's no freaking way someone can x-ray vision through trees and ping me with a pistol.Having them detect 5x further seemed unreal to me. Sometimes they're not even rendered in and there's bullets flying everywhere.
I also disliked the fact NPC won't stop looting in combat, really kills the whole 'real ai' feel. Every engagement I just scoped out the same corpse and watch his budddies try and loot him only to suffer the same fate.
Download this mod if you want to see for yourself..I'm not you, you may like it. For now I'm running my own version of this mod, using Thumb's work as a framework.
I honestly respect that. It's cool if you don't like my work, but it's even cooler if you just fix it up to your own liking instead of trying to pressure me into doing it with angry comments. Godspeed friendo.
The whole idea was great, to make a real combat enviorment. But actucally, it wll be a chaotic experience. You can witness the missionaries fighting raiders across the whole river. You can also witness a group of ferals running towards you from a mile away. A bloat fly could spot you from a great distance. Exterior sneaking could be nealy impossiable since the enemies could spot you once they have eye contact. Combat never stops because the enemies around the whole area could coming here just to kill me. Could be fun at first, but now i just cannot keep going anymore. Its so freaking tired.
Epic. Combine this with Deadly Commonwealth and Crowded Commonwealth, More Enemies, then your favorite Raider, Gunner SM Overhauls and BLAMCO you got a hot war in Boston!!!
Honestly, this mod is great. It makes the game much more chaotic and challenging with the way that npcs can spot and shoot you from miles away just like you can, but because of how Fallout 4 as a game worked, I wouldn't recommend to use this mod on a casual playthrough if you're just looking for something to amplify up the game difficulty because sometimes it can also interrupt or even break scripted scenes. It's a good thing that there's a fix for sudden combat breaking npcs quest dialogues tho
Also came here for this. It seems like it would obviously do so. Yet, I've seen people say that follower AI and normal NPC AI are two separate things. I would also like the confirmation.
Companions are definitely affected by the greater detection range. Which is a good thing, since otherwise they'd be seriously handicapped compared to all the other NPCs.
Hard to explain, but to simplify, there's layers to the AI in the engine:
1. Data layer (Packages, combat style, AI data stuff like aggro/bravery etc.) 2. Data template layer (Basically a set of premade procedural branches so you don't need to config literally everything each time you make a package 3. Procedural Data (This is what real AI edits.) 4. Hardcoded Procedures (You'd need the source code to edit this)
Companions are different on layer 1 and 2, so real.AI affects them as well.
A good way to describe it is merely to quote Thumblesteen: "...snipers will actually snipe." Instead of being run up on like you and your gang are getting mugged in the modern day by knife-wielding bandits, you are put into the position of having to engage in actual shoot-outs.
It is the largest change in feel and experience I've ever experienced from a single mod for Fallout 4 with the sole exception of NAC X weathers where the whole world literally catches fire from time to time lol. Which, hey, that's quite a change to compete with, to quote the 40k wiki, despite it not being 40k related, it fits well: "...a run-away thermonuclear chain reaction within the atmosphere of the...world that...rapidly consume[s] all [of] the free oxygen...initiating a planetary inferno that...burn[s] the entire biosphere to ash."
500 Ω out of 10, best 40k- I, uh, I mean Fallout 4 mod I've ever downloaded, cannot recommend actually engaging AI enough.
well, it is for sure effect the companion, and it is effect them so they become useless most of times! all the time ( not most ) when the combat is start they are not here fighting with me, and even after the fight, they just go away wondering here and there in some place in the area, and it is very hard to find them, I have to fast travel to see them again, this is real problem.
and thank you so much for the mod, it is really make the game ( especially combat and enemy behaviors ) very very enjoyable
grenademunkey its so crazy bc it's such seemingly small changes too. but for the first time, in the early game i found myself running from fights. granted. I used an alternate start mod that dropped me at the bottom right of the map (a shipwreck start) and the first enemy i saw was a legendary mirelurk, but even after i'd made my way towards diamond city and was going around at like levels 7-10 pre power armor sometimes ppl would start shooting from an overpass and i'd be like 'f*#@ f*#@ f*#@' and have to hoof it bc i didn't have the combat skills to engage with a bunch of gunners firing on me from high ground (at least not without using lots of chems/meds)
Have you all found companions to be more effective with this?
I'm finding companions to still be rather oblivious to their surroundings. I even tested in a small room where I spawned a ghoul. Ghoul was running behind Piper which she should've heard, but she didn't even react until she was hit twice.
I just started a new game and partnered with Codsworth and I noticed that he's detecting enemies from really far away and engaging with them. Dogmeat too. It's definitely working with companions.
Thank you for this, it takes the game to a whole new level. I like hanging on the rooftop's downtown and getting sniped is an awesome thing. Are you aware of a mod that cuts down or eliminates friendly kill xp's. With all the killing going on I level faster than I'd like. Thanks you again for this!
Just thought I'd drop this comment here to let people know, some of the parameters that this mod changes are also changed by NAC: fSneakLightMult, fDetectionSneakLightMod and fSneakLightExteriorMult.
If you use NAC, you should pick the legacy build and put this mod below it in your plugin order. That way you'll keep the changes related to sound detection, distance checking, improved perception mults for NPCs, how long they look for you and so on, but the values that determine the way light interacts with stealth will still reflect NAC's changes to the game's visuals.
If you also use 4estGump's AI edits mod, you should load this below that as well, as it covers a few of the same settings: fSneakLightMult, fDetectionSneakLightMod, fSneakMaxDistance, fSneakPerceptionSkillMax and fSneakLightExteriorMult.
You could also manually patch together the settings you like in xEdit, but if you're not familiar with the process you might break something - don't do it if you're not sure how, ask someone else for help, either on the forums here or on discord.
Thanks for that. I've been meaning to post along a similar vein, minus the technical details. Basically from what I've experienced playing so far, I've found that Real.AI (stable ver.) works really well together with certain combinations of other mods like the ones mentioned above. Obviously not a must, and is always dependent on personal expectations and preferences. But with some tinkering and being aware of what does what, it can really add to the overall fun factor.
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The author has locked this comment topic for the time beingAlso if you're using the legacy build instead of the stable build, then please quit complaining about "detection range" issues. Some people like the high detection setting WHICH IS WHY I INCLUDED THE LEGACY OPTION. It's doing what it's supposed to. Just get the stable version instead. This has already been addressed.
PSA:
The .esl files had a problem with them (they used real.ai esp as a dependency, no idea why since I've made similar copies before without that issue but also this is my first time working with esl files so oh well. I will sort it out later, but I feel a bit burned out having just finished yet another real.ai extension. Sorry everyone. It'll happen soon. Promise.
https://mods.bethesda.net/en/fallout4/mod-detail/4341695
The combat is well made. Being flanked by a group of raiders or gunners is more realistic than vanilla and seeing how the weapons play into how the ai fights is cool.
The biggest problem i have with this mod is that the detection radius is too high. You will spend 10 minutes running to a place to talk to an npc for a quest, only to end up searching a area of 1 mile around the npc for whatever that npc is looking for, just because it is still in combat. "Oh you want to talk to this npc? Well go clear out that Super Mutant building that is 3 blocks down the road, because they have spotted you and are now in combat."
If there was a option to change how high that detection was, i would love that, but right now, i want to be able to do a simple thing such as talk to a npc without killing everything in Boston.
"Mod that makes NPCs go under roofs when rain/storm. I've done a little mod in which you place a mat in your settlement and, when it rains or there is a rads storm, all settlers go near to it. Only one mat can be placed for each settlement, it doesn't work for robots, animals nor creatures."
Straight link to Download (delete spaces) - https ://drive.google .com/file/d/1gEs0dok0IHc_ziHMtzZqgk7Fa0Wow_c7
And the second one is "Fallout 2287 Gas Masks of the Wasteland", it makes settlers wear masks during the radiation - https://www.nexusmods.com/fallout4/mods/17491
Thus in theory they can probably be encouraged to go under the roof of needed building to the chosen spot with gas masks on their faces. I haven't tried it myself yet, but I'm going to test it.
I liked how enemies flanked and melee npcs went balls to the wall. They also moved from cover to cover quite nicely.
I seriously disliked the detection radius, so I changed it back to Vanilla myself. Because I've turned Boston into a forest and there's no freaking way someone can x-ray vision through trees and ping me with a pistol.Having them detect 5x further seemed unreal to me. Sometimes they're not even rendered in and there's bullets flying everywhere.
I also disliked the fact NPC won't stop looting in combat, really kills the whole 'real ai' feel. Every engagement I just scoped out the same corpse and watch his budddies try and loot him only to suffer the same fate.
Download this mod if you want to see for yourself..I'm not you, you may like it.
For now I'm running my own version of this mod, using Thumb's work as a framework.
But actucally, it wll be a chaotic experience.
You can witness the missionaries fighting raiders across the whole river.
You can also witness a group of ferals running towards you from a mile away.
A bloat fly could spot you from a great distance.
Exterior sneaking could be nealy impossiable since the enemies could spot you once they have eye contact.
Combat never stops because the enemies around the whole area could coming here just to kill me.
Could be fun at first, but now i just cannot keep going anymore.
Its so freaking tired.
I have noticed no one asked if companions are also affected. So, are your companions just as "free" as the other NPC's?
I imagine they would be, but asking for a confirmation can't hurt right?
1. Data layer (Packages, combat style, AI data stuff like aggro/bravery etc.)
2. Data template layer (Basically a set of premade procedural branches so you don't need to config literally everything each time you make a package
3. Procedural Data (This is what real AI edits.)
4. Hardcoded Procedures (You'd need the source code to edit this)
Companions are different on layer 1 and 2, so real.AI affects them as well.
It is the largest change in feel and experience I've ever experienced from a single mod for Fallout 4 with the sole exception of NAC X weathers where the whole world literally catches fire from time to time lol. Which, hey, that's quite a change to compete with, to quote the 40k wiki, despite it not being 40k related, it fits well: "...a run-away thermonuclear chain reaction within the atmosphere of the...world that...rapidly consume[s] all [of] the free oxygen...initiating a planetary inferno that...burn[s] the entire biosphere to ash."
500 Ω out of 10, best 40k- I, uh, I mean Fallout 4 mod I've ever downloaded, cannot recommend actually engaging AI enough.
all the time ( not most ) when the combat is start they are not here fighting with me, and even after the fight, they just go away wondering here and there in some place in the area, and it is very hard to find them, I have to fast travel to see them again, this is real problem.
and thank you so much for the mod, it is really make the game ( especially combat and enemy behaviors ) very very enjoyable
I'm finding companions to still be rather oblivious to their surroundings. I even tested in a small room where I spawned a ghoul. Ghoul was running behind Piper which she should've heard, but she didn't even react until she was hit twice.
https://www.nexusmods.com/fallout4/mods/36286
If you use NAC, you should pick the legacy build and put this mod below it in your plugin order. That way you'll keep the changes related to sound detection, distance checking, improved perception mults for NPCs, how long they look for you and so on, but the values that determine the way light interacts with stealth will still reflect NAC's changes to the game's visuals.
If you also use 4estGump's AI edits mod, you should load this below that as well, as it covers a few of the same settings: fSneakLightMult, fDetectionSneakLightMod, fSneakMaxDistance, fSneakPerceptionSkillMax and fSneakLightExteriorMult.
You could also manually patch together the settings you like in xEdit, but if you're not familiar with the process you might break something - don't do it if you're not sure how, ask someone else for help, either on the forums here or on discord.
Basically from what I've experienced playing so far, I've found that Real.AI (stable ver.) works really well together with certain combinations of other mods like the ones mentioned above. Obviously not a must, and is always dependent on personal expectations and preferences.
But with some tinkering and being aware of what does what, it can really add to the overall fun factor.