SkyrimFanatik Posted May 1, 2016 Share Posted May 1, 2016 (edited) I was a big fan of FO3 and FNV, especially FNV's NPC combat/commands I liked being able to equip my Companions with what I wanted them to have for my tactical playthrough's, but the one downside was they could only use one weapon at a time (for the most part) and I wanted to equip them with a sidearm and grenades in addition to their primary weapon and have them switch weapons depending on the threat and current circumstances, that desire has carried over to Fallout 4 now, and I'd very much like to see it made into a mod, I think it would be a big hit! Features: NPC's will use "Smart Combat Intelligence" (SCI) (4 module options) which will allow NPC's and your followers to change weapons based on:-Threat Level enemies pose-Number of Enemies present (determines what weapon is most effective i.e. pistol for a few enemies grenades/automatics for groups of enemies)-Amount of ammo per weapon-Combat Environment (Interior/Exterior, Close Quarters, long Range ect.)* Will switch to underbarrel Grenade Launcher/Shotgun, Bipod if one is equipped Module Options:25% Chance of Weapon switch50% Chance of Weapon switch75% Chance of Weapon switch100% Chance of Weapon switch- This could and probably will be OP! such an example of this would be at Weston Water Treatment plant where you have Gunners and Supermutants fighting eachother and BOS, your follower has a Combat Rifle, 2x Frag Grenades and a Combat Knife, they'll use the rifle for engaging the gunners and upon encountering difficulty will switch to grenades, then back to the rifle, if they get within melee range they have a chance to use the combat knife, Your Follower/Companion will also pick up ammunition for their weapons after the combat ends! -If a Companion is running low on ammo for one of their weapons they will automatically switch to another weapon so as not to run out, just make sure they have enough ammo!! "Companion Combat Sustainment Module" (CCSM) (Optional Module)-Companions and Settlers will after the conclusion of combat loot the bodies of fallen enemies/other NPC's for ammo for their weapons-Companions will also pick up and use Stimpacks.**Companions will select the best ammo type, but will loot all ammo of the caliber they use. Possible Features Companion Fire Support Module (CFSM) (Optional Module) -Allows Companions to have a random chance of throwing a Artillery Signal Grenade(Flare) to call for Fire Support-Companions can use Flare Gun to call in Reinforcements (random chance) Settler Weapons at the Ready Basically would allow you to set Settlers to keep their weapons out and at the ready position (Barrel pointing down) on a settler-by-settler basis,more for those who want settlement guards to act the part, an Immersion feature, though it would also reduce the time it takes for them to engage targets. This mod if made would rely entirely on Scripts, and as such would require no 3D modeling, or any custom sounds, assets ect. though it will most likely use FO4SE (Fallout 4 Script Extender). I know that for player use Underbarrel Grenade, Shotgun, and Bipod toggle functionality (hotkey/Control) is being looked at by several weapons mod authors, so hopefully we'll be able to use M4A1/M203 combos just by using hotkeys rather then having to use two separate weapons and hopefully this function can be added for NPC's and Companions!!! I have very basic Scripting knowledge (mostly Arma2OA, and simple command lines) and as such have no idea how I'd make scripts for these functions nor how to implement them properly, I'd really like to see this mod become a reality and would like to get input from both modders and mod users alike, Thanks for your time! * Currently being planned by Mod Authors for Player use, requires CK**Mod currently available, would need permission and help in implementation Edited May 1, 2016 by SkyrimFanatik Link to comment Share on other sites More sharing options...
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