4K11R4 Posted April 17, 2016 Share Posted April 17, 2016 (edited) Hello, I have been thinking about creating a mod restructuring the way the game handles the economy and the inventory of the AI. The principle thought: Remove infinite ammo from all AI. This would naturally force them into more hand to hand combat or fleeing once they have run out of ammo. I appreciate any thoughts others would have on this subject before I go tearing through FO4 edit and the code for FO4. Thank you for your time and thoughts! 4K Edited April 17, 2016 by 4K11R4 Link to comment Share on other sites More sharing options...
isathar Posted April 17, 2016 Share Posted April 17, 2016 There's actually an ini edit you can do to make AIs use ammo: [Combat]bForceNPCsUseAmmo=1 I think it's enabled by default in survival mode, but am not 100% sure. This will affect all weapons except the special weapons your followers start out with. You'll have to edit their weapons to use the standard ammo types (they use a special follower ammo type by default). There's also a bool property you can add to weapon mods that will do it. I forgot its actual name, but it should be close to the ini variable's name. Link to comment Share on other sites More sharing options...
4K11R4 Posted April 18, 2016 Author Share Posted April 18, 2016 Hello, Thank you for this info! I appreciate your input. I have not tested this yet but does this effect ALL the A.I. characters such as enemies like Raiders and Super Mutants etc.? I would like to see the A.I. forced into conflicts with other A.I. in other cells for resources. Any info anyone has would be greatly helpful. Thanks! 4K Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted April 18, 2016 Share Posted April 18, 2016 They won't fight over resources. That would be entirely new behaviour you'd need to add. Link to comment Share on other sites More sharing options...
4K11R4 Posted April 19, 2016 Author Share Posted April 19, 2016 Hello, I have been experimenting / diagnosing the behavior of the A.I. when they are forced into minimal ammo situations. They seem to have just a few pathetic states that they fluctuate through. They will flee of course and hide for a random amount of time. They will search dead bodies for a weapon that still HAS ammo. They will NOT pickup ammo for a weapon they have or that is nearby to use. It seems that they are just throw away bad guys. It is a shame. I would like to know if anyone remembers or knows of a mod for the previous Beth. games using Net Immerse / Gamebryo where the A.I. would fight over resources in their cell, nearby cells or cells anywhere on the map. Any input would be greatly appreciated as it would work as a starting point to the mod I would like to make. Thanks! 4K Link to comment Share on other sites More sharing options...
Ekayne Posted April 20, 2016 Share Posted April 20, 2016 Hello, I have been experimenting / diagnosing the behavior of the A.I. when they are forced into minimal ammo situations. They seem to have just a few pathetic states that they fluctuate through. They will flee of course and hide for a random amount of time. They will search dead bodies for a weapon that still HAS ammo. They will NOT pickup ammo for a weapon they have or that is nearby to use. It seems that they are just throw away bad guys. It is a shame. I would like to know if anyone remembers or knows of a mod for the previous Beth. games using Net Immerse / Gamebryo where the A.I. would fight over resources in their cell, nearby cells or cells anywhere on the map. Any input would be greatly appreciated as it would work as a starting point to the mod I would like to make. Thanks! 4K In vanilla skyrim you could drop a valuble item near some bandits (did a dagger) in sneak mode and they'd fight over it XD no idea if this helps you at all. Link to comment Share on other sites More sharing options...
4K11R4 Posted April 23, 2016 Author Share Posted April 23, 2016 Hello, So I am looking to change the load out for Raiders / Super Mutants / Etc. Does someone know where to start to do this? Can it be done inside of FO4Edit or do I have to wait for the C.K.? Any info would help. Thanks! 4K Link to comment Share on other sites More sharing options...
minngarm Posted April 23, 2016 Share Posted April 23, 2016 Hello, I have been thinking about creating a mod restructuring the way the game handles the economy and the inventory of the AI. The principle thought: Remove infinite ammo from all AI. This would naturally force them into more hand to hand combat or fleeing once they have run out of ammo. I appreciate any thoughts others would have on this subject before I go tearing through FO4 edit and the code for FO4. Thank you for your time and thoughts! 4KThis results in the player having a excess of caps from an excess of ammo. The magical ammo npcs use is seperate from the drop ammo list. which lets them fight without having to have 100+ rounds. Link to comment Share on other sites More sharing options...
4K11R4 Posted April 23, 2016 Author Share Posted April 23, 2016 Hello, Gotcha. So the player may end up with tons of ammo or caps but it would still be more realistic to have the AI fight what they bring with them and force the player to excel in killing / stealing early in the fight to maximize their reward? With controlled loot drops based on predetermined resources your " guiding " the experience to an endgame state. Would it not be better to populate the whole map / game with a certain set amount of resources and then let the struggle get harder and harder as those resources are consumed? Any elaboration would be welcome. Thank your for your response! 4K Link to comment Share on other sites More sharing options...
Haoswidasee Posted April 23, 2016 Share Posted April 23, 2016 Hello, So I am looking to change the load out for Raiders / Super Mutants / Etc. Does someone know where to start to do this? Can it be done inside of FO4Edit or do I have to wait for the C.K.? Any info would help. Thanks! 4K Looking into Raider Overhaul, and Super Mutant Redux. Thats exactly what those mods do. Link to comment Share on other sites More sharing options...
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