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Everything posted by aprn7676
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add a tweak to combat AI that puts an aim time delay before a hostile's first ranged shot with a chance, based on the npc's level or skill, to have to reacquire their target (i.e. have a small delay again before firing) whenever the player moves - particularly when moving more than ducking for cover and popping out at the same spot. That might require calculating if target has moved more than a certain distance, then, if so, run chance equation to have aim delay applied again. The time delay would be in milliseconds and be based on common sense things - the same things that affect a player's aim time - distance, scope, size / weight of the weapon. No npc should run around a corner WHILE firing a missile launcher. Its not just UN-IMMERSIVE, its stupid. My chance of being shot the instant I break cover, should approach zero, with enough distance. After half a second less so. After a full second ... you get the idea.
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Changes to Settler AI - (Guards fight, others take shelter)
aprn7676 replied to Chemist18's topic in Fallout 4's Mod Ideas
Was it project valkyrie that had a teleportation gun? basically, it put people in a room "outside" of the game, but there was a way to return them to the game as well. Could this mechanic be used to removed non-guards during combat and return them after. Better yet, make the mechanic depend on building a shelter (like a basement entrance) and an alarm siren. The assumption being that they disappeared into the shelter and returned when the siren stopped. -
THANK YOU! great idea!
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yaaaaaaas.
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- request
- killmonger
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Every settlement is not only occupied by hostile groups, but by patrols of hostiles from the same group. A random assignment at the start of the game could place factions at each settlement. The strength, level, gear, numbers, traps, and other defenses like turrets would be set up to make the game more difficult the farther you go from the NW corner of the map where you start... You come out of your deep freeze right after your son is taken and wife is killed. Shawn's captors are getting away. You know you'll die if you engage, . . . because you are too weak and not properly geared. You want to find your son, but first you must survive. Shawn will be captive at a random settlement along the extremities of the map. As you head to Sanctuary, you fight off a couple weak and poorly armed foes and make yourself a basic base of sorts. Less extreme than FROST - this explore and conquer style mod will allow some settlement building but perhaps using a gated system or schematics to make building well fortified settlements impossible until well into your exploration. You notice that the further you go, the more deadly and plentiful are your enemies. You want more than mere survival. You want to take back Boston from every crazed psycho you run into. Similar Far Cry 3, taking a settlement means the patrols assigned to that settlement will not respawn (rather than disappear). Respawn rates are high enough that you have to be tactical about spending your limited ammo on an assault. Say you take Ten Pines. If you aren't successful, the wasted munitions will really slow your progress. If you are successful by means of sneaking in and dealing with the occupants, the patrols will eventually attack and possibly retake your settlement if you haven't dealt with them. Their patrol will overlap with that of other nearby settlements. Raiders at one will have a really short detection distance for, let say, the supermutants at Outpost Zosma and their patrols. Trying to get them to attack each other will be a viable strategy but a dangerous one. Most factions sort of exist, but are altered to fit a story line that's bare bones (computers and notes). All factions are hostile and battle with anyone else for terrain and settlements. There are no 'good guys' and no one to join. "Survivors" like in frost maybe hostile if approached or threatened but also may not be. A few limited traders will exist. Building stores in your settlements will be extremely costly to keep an economy that feels like a challenge all the way through. Minutemen and BOS might be nerfed or eliminated for balance. The Railroad could be renamed and made into an organized group of raiders at odds with the gunners and everyone. Diamond city is a fortress and will prompt players to stockpile their best gear/ammo at Hangman's Alley. You'll need power armor, missile launchers, maybe even a fatman - just to get in the front door. Taking it over as a settlement will be key to successfully moving further east and south because it will have a larger number of patrol groups attache to it being in a hostile state. Those groups will have a random chance every few days in game to walk through any player owned settlements east or south of diamond city ( ). Spectacle Island and the castle will be offer a significant challenge as well. This way, the player feels there is more than survival to the game and a sense of accomplishment for taking back Boston (and then Fry Harbor and Nuka-World?). Also, the random find of Shawn in one of the settlements will be a nice goal to work toward! This idea is inspired obviously by FROST but also from mods like War of the Common Wealth, More Enemies, and NPCs travel. The last in particular has set up patrolling groups of every faction with a lot of customization for how big the groups are and how many on the map. I personally like that Frost has eliminated all the quests which I've already done a few times. I like how Horizon allows for a challenging play-through with settlement building. I like how both make your ammo and money really feel valuable and rare. I'm hoping someone will want to combine all these aspects in one mod along with my "re-take Boston" scenario adding to the fun of building up your settlements. Thanks for reading :)
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- overhaul
- settlement building
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new SSD, new game 170 mods & the flu. please help.
aprn7676 posted a topic in Fallout 4's Discussion
hello. So my computer's hd was corupt and I've spent some time rebuilding everything and starting a new FO4 play thru. I've read mods fairly carefully, adding a few at a time and checking for stability. Problem I'm having wasn't noted until after clearing Concord (I've made the game pretty difficult, esp on survival and waited until lvl 9 to clear it). So the first time in workshop mode with settlers around, I'm horrified to see that I can't assign - scratch that - can't even target, any settlers. You look at a lamp, it highlights in green. Same for a rock or tree, ect. But not for Marcy, GrannGrann Murphy, Preston, ect If anyone could please help. I work at an Urgent Care and have been sick for 2 weeks. I've put many hours checking load order and mod page instructions. If I disable all plugins, the problem still persists. I don't know which kind of mod is likely to be the culprit. Here's my load order (I have no DLC's): Fallout4.esm=1Unofficial Fallout 4 Patch.esp=1TrueStormsFO4.esm=1SettlementKeywords.esm=1ArmorKeywords.esm=1Snap'n Build.esm=1Homemaker.esm=1ConcealedArmor.esm=0SpringCleaning.esm=0SC_ExpandedScrapList.esp=0FlaconOil HD ReTexture_Performance Pack_Part_1.esp=1EferasSandbagsDefenceWall.esp=1GorskiCabinOverhaul.esp=1DogBed.esp=1Friffy_Fixed Rugs.esp=1RealTroughs.esp=1chem redux.esp=1RangerSequoiaCraft.esp=1No Halloween Decorations.esp=1Purple200%NoShadows.esp=1200%NoShadows.esp=1ImprovedNuke.esp=1Glorious_Glowing_Plasma_Weapons_by_Diranar.esp=1dD-Enhanced Blood Basic.esp=1CBBE.esp=1QuickEnterFromStand.esp=1QuickExitToStand.esp=1pipboyspotlight.esp=1RadiantBirdsv05.esp=1FAR.esp=1SkjAlert_All_DLC.esp=1Quieter Settlements - Vanilla.esp=1Quieter Settlements - Wasteland Workshop.esp=0Quieter Settlements - Contraptions.esp=0LongerPowerLines3x.esp=1Quick Save.esp=1Faster Terminal Displays (20x).esp=1SlowTime.esp=1Move (Get Out the Way).esp=1QuickTrade.esp=1Mysterious BIG.esp=1SwimmingEnemies - FO4.esp=1Less Minuteman Quests.esp=1Cel Respawn Timer 48.esp=1DeadBodyCollision.esp=1Realistic Death Physics.esp=1AllDeathclawsGlow.esp=1Glowing Animals Emit Light.esp=1Companion Infinite Ammo.esp=1console.esp=1RiKiIGN (2).esp=1WET.esp=1Radiant Clouds and Fogs.esp=1Remove Interior Fog - Wasteland Workshop.esp=0Remove Interior Fog - Automatron.esp=0Remove Interior Fog - Contraptions Workshop.esp=0Remove Interior Fog - Far Harbor.esp=0Remove Interior Fog - Nuka Wolrd.esp=0Remove Interior Fog - Vault-Tec Workshop.esp=0Remove Interior Fog.esp=1DarkerNights.esp=1DarkerNights-Radiant.esp=1DarkerNightsDetection.esp=1Fr4nssonsLightTweaks.esp=1Nuclear weather-TSCompat.esp=1MugglesJoints.esp=1OWR.esp=1More Where That Came From Diamond City.esp=1SoundOfSilence-No_HP_Noise.esp=1SoundOfSilence-FE+DiamondCity.esp=1ValdacilsItemSorting-00-ValsPicks-NoDLCVersion.esp=1ValdacilsItemSorting-AidReducedWeight.esp=1ValdacilsItemSorting-AmmoWeightless.esp=1ValdacilsItemSorting-ArmorBySlot.esp=1ValdacilsItemSorting-CosmeticsByClass.esp=1ValdacilsItemSorting-ExplosivesSortBottom.esp=1ValdacilsItemSorting-JunkBetter+DEF_INV.esp=1ValdacilsItemSorting-Misc.esp=1ValdacilsItemSorting-ModsWeightless.esp=1ValdacilsItemSorting-NotJunk.esp=1ValdacilsItemSorting-Weapons.esp=1ValdacilsItemSorting-Perks.esp=1VIS-PatchChemReduxWeightless.esp=1Armorsmith Extended.esp=1Crimsomrider's 1950s Feminine Outfits.esp=1AzarPonytailHairstyles.esp=1The Eyes Of Beauty.esp=1Hoodless Scribe Hat.esp=1PoliceGlassesStandalone.esp=1DX Adventurer Outfit.esp=1DX Chem I Care Outfit.esp=1DX Commonwealth Mini Dresses.esp=1DX Commonwealth Shorts.esp=1DX Courser X-92 Power Suit.esp=11nivDX Courser X-92 Power Suit Male.esp=1DX Vault Girl Shorts.esp=1Armorsmith Deserter X.esp=1Eli_Accessories.esp=1Eli_AlecusRogueHD.esp=1Eli_Apocalypse Attire.esp=1Eli_ArmourCollection.esp=1Eli_RuggedOutfits.esp=1Eli_NukaStuff.esp=1Eli_Gunslinger.esp=1Eli_PrudyVaultJumpsuit.esp=1Eli_Steampunk Gunslinger.esp=1Eli_TunnelSnakes.esp=1Armorsmith Elianora.esp=1MAOC.esp=1KSHairdos.esp=1THBrows.esp=1TronSuit.esp=1ConcealedArmor.esp=0ScrapDeadThings.esp=1Grasslands - Healthy.esp=1BetterModDescriptions.esp=1BetterModDescriptionsAE.esp=1BetterModDescriptionsSNCRRS44MCraft.esp=1SSEX.esp=1SMH.esp=1WeaponDisplays.esp=1AkaWaterWorld.esp=1DD_All_the_COncrete.esp=0Homemaker - Unlocked Institute Objects SK.esp=1Homemaker - Unlocked Institute Objects.esp=1Homemaker - Greenhouse and Bunker Disabler.esp=1OCDecorator.esp=1OCDispenser.esp=1dinoshelf.esp=1dinoshelf_retex.esp=1dinoshelf_extra_ammo.esp=1OWR_CraftableDecor.esp=1AES_Renovated Furniture.esp=1BrighterSettlementLights_LongAndSoft.esp=1OCDecorator - No Experience.esp=1Business Settlements.esp=1BusinessSettlements-SKPatch.esp=1ImmersiveVendors.esp=1SettlementAttacksBeyond.esp=1Curie Replace.esp=1ellen.esp=1LovingPiper-DarkPrecursor.esp=1caitcait2.esp=1My_Minutemen.esp=1P.G.Overhaul.esp=1D.E.C.A.Y.esp=1SuperMutantOverhaul.esp=1Reverb and Ambiance Overhaul.esp=1RAO - True Storms patch.esp=1Supermutants Shall Inherit the Earth.esp=1Deeper Voice For Super Mutants - Type A4.esp=1Synth Overhaul.esp=1ScumOfTheCommonwealth.esp=1Introduction To NRC.esp=1Minutemen Supply Caches.esp=1Journey.esp=1LeveledSpawns.esp=1Arbitration - Recommended Core.esp=1Arbitration - Survival Damage by Player 1x.esp=1Arbitration - Survival Damage to Player 3x.esp=1Arbitration - Sneak Detection Distance Increase (Half).esp=1AdjustedPerks.esp=1AdjustedEnemies.esp=1WeaponArmorRebalance.esp=1NewIslandSettlement.esp=1settlemods_fiddlersgreen.esp=1The Punished Wastelands.esp=1deathclaw valley.esp=1bbprepatch.esp=1BTB- Beyond the Borders FO4.esp=1Plenty 'O' Exploration.esp=1PlayerHealthNoScaleWithLevel.esp=1BTInteriors_Project.esp=1BTInteriors_Project_Sorting.esp=1BetterSettlers.esp=0BetterSettlersNoLollygagging.esp=0BetterSettlersCleanFacePack.esp=0BetterSettlersHeavyArmorOnly.esp=0BetterSettlersCCAPack1.1b.esp=0Protected Unique NPC's.esp=0BetterSettlersMortalSoldiersPack.esp=0SpringCleaningCompatibilityPatch.esp=0 I guess I could start a new game, downgrade from survival, tgm, clear Concord - just to get a save at a settlement with people and try adding a few mods at a time. But before doing all that, I'm wondering A) if anyone can help me first. B) if the problem persists w/o any plugin's enabled . . . won't I need to actually uninstall everything to get a clean start **groan**?? Thanks for reading.- 1 reply
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- workshop mode
- target settlers
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