This could be a random issue, or something to do with this mod, but last night I did a Vae Victus (kill some HVT) mission at a good old Cryo Lab POI... I took out the guys at the entrance and then went around to the back door which takes you down a ramp to a small control room with some loot and maybe a guy or two. But shortly after I entered and went down the ramp, a never ending wave of Ecliptic guys came down the ramp after me. Not sure where they were coming from... I assume spawning from thin air. It was extremely difficult to deal with them all - probably about 20 of them. Then when I went into the main Cryo Lab facility, it ws basically empty. It seems all the enemies had somehow spawned on my location in the side room. Very strange.
That wouldn't be from this mod. This doesn't touch spawning, or anything else. It doesn't edit detection ranges either. Those are all things handled by other forms in Starfield. That sounds more like Bedlam, are you using that mod?
The only thing this edits is combatstyles, which is what makes it compatible with most other AI mods, and just about everything else.
No worries. I realize it was a long shot. I'm not using Bedlam (hadn't heard of it before now) but I'm heavily modded... it could be any of about 300 mods at this point. :)
I'm probably not going to touch Spacers because they're supposed to be just untrained disorganized raiders. I am planning on going through the rest of the factions though to make them behave a little more uniquely in combat according to their lore.
This series is intended to work in combination with another more generic AI mod (I use GRiNDY Combat, but most others should work as well). So using one of those would also improve Spacers, it just would not give them anything unique in how they act.
I loaded this the other day. I've been a Peak fan for awhile now but one problem I couldn't over come, Stealth! Even starting a new game with stealth perk made no deference it was imposable to sneak up on enemies.
I'd tried several stealth perk addons but all of them broke peak. So I'd just gave up on having good AI that could steal be surprised.
Not any more! I assaulted a garrison full of crimson fleet last night! Took me an hr to move into position working from outside in hit and move I started picking off guards (suppressed .50 BMG) Guard on the tower first, than left to right guards farthest from the main group. Knocked down five guys before they got the hint. They flanked!,..they charged, some just took cover. They never got a good handle on my location but acted I thought accordingly. VERY GOOD! Thank You! P.S I'm using all your NPC mods Crimson Fleet, Ecliptic.
It looks like StarValor does some of the things Ascension does, just in a different way. So my mod should provide a good challenging experience. Remember to use cover, don't get caught in the open.
So far so good. I tested it on an Ecliptic mission board mission but am about to also test it with the mod Ecliptic Questline - Silent Dominion for a thorough test if you will.
It seems like these changes would be a really good fit for the First Battalion soldiers you fight in the Freestar Rangers quest for the same reasons (veteran mercenaries).
I didn't think about them... I'll have to look into it, and see if I can edit their AI without it effecting other factions.
I'm working on the Crimson Fleet right now to make them better at CQB and boarding actions, which would make sense for pirates. Hopefully it will be released tomorrow as a separate mod.
How does this compare with PEAK AI (yes, it's me again) :)
EDIT: I compared them in xEdit and it looks like the biggest difference is your mod gives them a defensive multiplier, and chances to evade, dodge, etc. otherwise similar. What's the impact of these more defensive settings?
There are also different settings for the various "classes", ie Assaulter, Charger, Heavy, Officer, Sniper, and Support. For example, assaulters prioritize advancing to cover, and firing from behind cover (as real soldiers do). The others behave as mentioned in the main description.
So the main difference from PEAK AI would be less charging into gunfire.
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The only thing this edits is combatstyles, which is what makes it compatible with most other AI mods, and just about everything else.
This series is intended to work in combination with another more generic AI mod (I use GRiNDY Combat, but most others should work as well). So using one of those would also improve Spacers, it just would not give them anything unique in how they act.
Even starting a new game with stealth perk made no deference it was imposable to sneak up on enemies.
I'd tried several stealth perk addons but all of them broke peak. So I'd just gave up on having good AI that could steal be surprised.
Not any more! I assaulted a garrison full of crimson fleet last night! Took me an hr to move into position working from outside in hit and move I started picking off guards (suppressed .50 BMG) Guard on the tower first, than left to right guards farthest from the main group.
Knocked down five guys before they got the hint.
They flanked!,..they charged, some just took cover.
They never got a good handle on my location but acted I thought accordingly.
VERY GOOD! Thank You!
P.S
I'm using all your NPC mods Crimson Fleet, Ecliptic.
I'm working on the Crimson Fleet right now to make them better at CQB and boarding actions, which would make sense for pirates. Hopefully it will be released tomorrow as a separate mod.
EDIT: I compared them in xEdit and it looks like the biggest difference is your mod gives them a defensive multiplier, and chances to evade, dodge, etc. otherwise similar. What's the impact of these more defensive settings?
So the main difference from PEAK AI would be less charging into gunfire.