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Make enemies stop cover in fear


mooncarver

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Hi! I'm not sure if this is a bug or a mod problem, but everyone seems to be afraid of my char now. I'm level 25, DT70, my pistol has 60DMG. Even some enemies with a skull next to their healthbar will piss their pants at the sight of me. Now I understand the idea behind it, realistic behaviour and all. But it's no fun for me killing raiders that don't fight back. The sense of danger is gone.

 

Is there an ini tweak or a mod that disables this kind of behaviour?

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It's because you are a threat. Move to a more dangerous area. Wear less armor, exit PA, balance the game out. You can disable it, but I wouldn't. Besides cell respawn would clear it mostly I believe. Survival Options edits that and a bunch of other stuff, plus it can be used to balance the game out. Not always, but most of the time that happens when the game hasn't been balanced out very well. Level 172 today, a level 14 Raider in PA and a Legendary Raider, almost owned me, long drawn out fight with a lot of running away on my part. In the end I had to come back later an beat the Legendary Raider to death with a baseball bat, playing on the "close the gap" perk.

 

The player character usually gets way overpowered, so to balance it out, I run WBO which is pretty overpowered itself, but then increase NPC power armor durability, DT is added to PA, increased spawns is added, Then player damage set to 0.50 or 50% plus 40% or 60% if you want to disarm on the weapon perk damages, plus whatever chems or adrenaline, ect. But that's only for the Sanctuary green area and whatever higher level spawns they added in, it would change basically for the 4 different 1/4s (quarters) of the map or every 3 square miles. Then it's vs NPC damage at 1.00 because it's increased spawns and there's 2-3 times more of them.

 

Granted some of it is f***ing impossible, but that's the point, beat up an bleeding to death in the rain looking for the rifle you dropped an hoping for some food soon. What I did was test it with the player character outside of power armor in plain clothing or armor to get a feel for it, then test the same thing again inside PA to find a good balance for the addition of DT to PA. Which you might like the testing, you just get right near a encounter then save the game, an play it over an over, making adjustments. Namely because FO4 has a tendency to become horribly unblanced. It might take a while, but eventually it starts getting really fun, even at level 172 in the "safe area" beginning of the game.

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Well, it's the PC stats vs the NPC stats, on the basic level. The ai there can do math, above a certain threshold with the flags to not be ignorantly brave, or fearless (such as raiders on chems might be) the actors will run away. I think it's pretty cool compared to the old FO3/FNV way. What I would do is legacy it whenever the game becomes bland from it's partial or full imbalance in regard to which part of the map the player spends most of their time in. That is, perfect the load order with additions or subtractions of mods, testing, cleaning. Then starting a new game, but better is to keep a clean save of that character once they are about to or have left Vault 111.

 

Roll back to that backup save then bootstrap it to the same level an resources amount, remake the perk build (which also perfects it). To do that use batch files to add materials to craft with, then pretty much ~player.modav experience #. Obviously one has to remake a bunch of crafting and/or home, but learning about the game takes time, an once something is started there isn't really away to back out of it, *ahem* Minute Men *ahem* Too Many Settlements *ahem* Mistakes That Were Made. Then going with it, at least the introduction of the game, areas, and actors doesn't hurt to repeat that multiple times, for example as a way to find hidden entertaining conversations.

 

In my case since launch due to patches or changes in mods, new mods, updates, drastic changes in load order. I've started over 11 times from scratch, and the character has started over more than 40 times at least, though it was directed toward legacy bootstraping after I had to start the game over 20 times or so. It's an obvious kind of negative, but the positive side was getting a 76Gb eventual build of FO4, almost doubling the size of the install, getting to know the player character, getting to know the other actors and basic starting story. If you got the storage SSD/HDD it's a pretty nice hobby. I think the key is to do precisely whatever you want to do with it, but start over many times while perfecting it.

Edited by BipolarOne
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  • 3 years later...

I want to know the opposite. What did you do to make them scared of you? I'm thinking of doing a Batman in Fallout 4 play though. Having human enemies that would be constantly scared of that character would be fitting.

Edited by Skillex995
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If you set incoming damage to zero percent many actors will flee from you. Found testing Dynamic Damage Manager (1) Setting Zero damage in invincibility can be detected by some low confidence enemies (mostly raiders) who may run away screaming.

 

Similar to setting no confidence on the actor read https://www.creationkit.com/index.php?title=AI_Data_Tab then open the game console, select an actor [ setav 2bd 0 ] this could be configured as a magic effect on the player to dynamically affect nearby actors.

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