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Mod that makes NPCs go under roofs when rain/storm


LX6R

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I really hate this in so many games: The weather is stormy, it's raining like the world comes to an end... but nobody cares.

 

I would really like a mod that when there is a storm, heavy rain or something similar that all NPCs (humans, at least) will go inside houses, under roofs or whatever. In settlements, there could be an "assign to rain situation" area. IDK.

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Adding support for radiation storms, anything not immune to radiation should head indoors and not come out.

 

Settlers have a problem though, their shelter is crap. It's possibly outside the scope of a mod, but having an enclosed shelter to protect against radiation storms would be a natural requirement for settlement happiness, I would think.

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Adding support for radiation storms, anything not immune to radiation should head indoors and not come out.

 

Settlers have a problem though, their shelter is crap. It's possibly outside the scope of a mod, but having an enclosed shelter to protect against radiation storms would be a natural requirement for settlement happiness, I would think.

There are many flaws with vanilla game and mod mechanics. I tried to build a real bunker like home out of one of the Sanctuary houses, yet still every storm particles added from NAC going through walls - immersion killer. I added a basement for myself and my followers, but settlers can't go in there.

 

Idk how a mod like that could work. It would depend on a mechanic that can detect roofs, or interiors which are no independent cells. If that's not possible you could maybe make all humans go into interior cells in their surroundings when it rains/radstorm etc. Settlers would need much work here I guess.

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  • 2 months later...

Well they have the fog condensers in a mod somewhere which keeps out fog, perhaps that might be an area to start. Perhaps it would disable weather effects within so many feet? Another idea might be to flag all floor and roof tiles to basically turn off weather effects on the bottom side, with patches for the most popular settlement building mods. A main component to such a mod should be that major towns and settlements should have already established buildings flagged as a "protected" location w/ no weather effects except day time / night time and any sound effects still working (such as from True Storms where you can still hear the storm outside raging while you are in an interior cell. Super cool effect BTW!)

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Found this just recently: https://forums.nexusmods.com/index.php?/topic/5681387-smart-rain/&do=findComment&comment=50567522

 

It is supposed to stop rain from falling through the roof, and is a built in feature of the game. From what I was reading earlier both NAC and True Storms supports this feature (in theory at least) and I ASSUME by support it means that both also recognize settlement shelters?? I can only guess. With so many mods dedicated to settlement building it is a real crap shoot if they have all followed best practices which would allow for whatever keyword (or something) which causes the game to see an overhead covering.

 

This of course does not address the issue of causing NPC's to equip foul weather gear (in this case it would presumably include gas masks) nor actively seek out shelters.

 

 

Another NPC AI issue I hate....they will get in my power armor, and then leave the damn thing in the middle of the woods once the threat is cleared! Really an issue if you are using vegetation overhaul mods like Regrowth.

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Adding support for radiation storms, anything not immune to radiation should head indoors and not come out.

 

Settlers have a problem though, their shelter is crap. It's possibly outside the scope of a mod, but having an enclosed shelter to protect against radiation storms would be a natural requirement for settlement happiness, I would think.

 

It always bugs the frack out of me when there is a rad storm and no one but me or the ghouls seem to care. I mean the radiation can at time be really bad. Having npc's run for cover might add that bit of reality. Its in a way very similar to the emission alarm in Stalker.

 

Don't know if its feasible but I would use it if this this came to fruition.

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Scavver wears goggles & mask in a radstorm. The registered event is radiation damage on the player, since it doesn't really matter what NPCs do when player isn't around to see. (Spoiler: they unload with cells if not persistent, or exist in limbo if they are.) IIRC, NPCs don't take radiation damage.
The code is open source if anyone wants to use it. To make an NPC walk to a marker, you'll need an AI package with conditions. And you're right about needing some sort of keywords on structures.
I'd be willing to help with the mod, but it'd probably be January before I could work on it.
Scavver's OnRadiationDamage code: https://pastebin.com/AEU6yMAd

 

Weather script wiki: https://www.creationkit.com/fallout4/index.php?title=Weather_Script

 

15828-7-1467345871.jpg

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  • 1 year later...

I've look for something similar to this since Fallout 4 first came out.

 

Granted, I know next to nothing about Fallout's script coding, but seeing as there is a script that has the settlers move to a certain point when you ring a bell or siren, I would assume there is are scripts for then rad or rain storms arrive. I would think that when the script for rad/rain is applied that a followup script could be run that at least has the npc's that are settlers move to whatever spot that you've designated for the bell or siren.

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