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Active Enemies, Please! No More Hiding Feral Ghouls!


NeuroticPixels

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You know how sometimes feral ghouls will be considered a non-enemy (or inactive) until you get close enough to them? And then they'll crawl over some shelves, or climb through a hole in the wall, or stand up from the floor...

 

Well, I hate it. Loathe.

 

Especially since I've been using the console command kah lately to quickly clear out enemies that have spawned in locations I've been to 100 times.

Unfortunately, the "kah" command doesn't work on these non-enemy/inactive feral ghouls that are just hanging around, waiting for their moment.

(I use "kah" instead of something like "killall" because "kah" only kills hostiles and I don't have to worry about non-hostile NPCs getting slaughtered.)

So when "kah" doesn't kill everything, I have to go all through the area or building in order to thoroughly search for that darn feral ghoul that was politely sleeping on the floor under a desk, etc.

 

Could someone please make a mod that keeps feral ghouls (and anything else, like Mirelurks) from going into friendly mode? inactive mode? non-enemy mode? Whatever it is. I would be intensely grateful.

Edited by amber1019
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Ambush actors start dead in the game so the only way to solve that issue is for something to look for either all ambush actorbases (wont cover mods) or all dead actors and disable/move them. Feral replacement manager does this for ferals. Replace Any Actor with Any Actor can do this for specific keyworded actors.

 

The ambush actor settings can't really be manipulated as they are reset when they activate and become live.

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Bummer! Thanks for the info.

Your "Replace Any Actor with Any Actor" looks promising.

The main concern is:

I use mods that add NPCs and quests. Like, Sim Settlements 2, for example. I would hate to use your mod to fix one problem, only to create another. You know? lol.

 

Whilst the solution tries to detect quest dependent actors with the [ QuestMarker | Unique | Essential | Follower | Friendly ] actor lockouts, this may not be 100% effective as some less well implemented content may manage to bypass all 4 categories. The two problem conditions are: hostile actors that have a quest death item that could be lost (a Vault 88 feral) or friendly actors that have quest trigger dialog.

 

I wonder if it would be possible to add checks for quest items on NPCs/enemies before replacing them. (In case someone isn't marked QuestMarker or Unique or whatnot.) But that probably goes out of the scope of the mod, since it's about replacing actors and not checking their inventory. lol.

 

Or am I just blowing that quote out of proportion and everything should be fine?

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Yeah, I know what you're talking about. I especially hate that when I'm trying to clear Jamaica Plain.

"Every situation can be remedied with the proper use of explosives".

And this mod. https://www.nexusmods.com/fallout4/mods/28277

 

 

Grenades, rocket launchers, Fat man, yeah. Just fire one of those off into the area, and just listen for the kill sounder. :laugh: :laugh:

 

Oh, and it makes clearing the vermin out of the drive in, a lot faster too :D

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