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Changes to Settler AI - (Guards fight, others take shelter)


Chemist18

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Hello All,

 

I'm returning to Fallout 4 after an absence.

 

To me, humans that are still alive 200 years after the bombs should be pretty savvy. The settlers wouldn't just attack any enemy, I mean, a Deathclaw come calling and all the Settlers go after it?

 

What I'd like to see is a mod that allows:

 

  • Appointed settlement defenders to level at some rate, related to how many attacks, number days working as a guard, or a percentage of my experience.
  • All the remaining settlers would assemble in a "Safe zone" specified by me.
  • Guards would work with the turrets and any defending robots rather than just willy nilly running around.

Is there something like this and I've missed it?

 

I'd try this myself as I've uploaded several mods. However, the one mod I am the proudest of

 

https://www.nexusmods.com/fallout3/mods/7427

 

still has an issue for some people where my guards attack the residents they are supposed to protect. So if I can't get them to follow the proper factions, I'm sure I'm not going to be able to tweak an AI package.

Edited by Chemist18
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I was trying to do something like that, but simpler. Those on guard posts attack, others run and hide. But, all I've managed to do is have them all run and hide while turrets do their usual thing.

I kind of gave up as it's likely more involved than the minor edit I did.

My main thing was to prevent them leaving the settlement zone but I couldn't figure that one out, instead I just changed their combat confidence to cowardly. It works but isn't quite what I wanted :-/

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My main thing was to prevent them leaving the settlement zone but I couldn't figure that one out, instead I just changed their combat confidence to cowardly. It works but isn't quite what I wanted :-/

Possible solution (?) - adding a custom package to WorkshopParent settler's combat override list and make it active for Workers only (not Guard or Provisioneer). Can be Sandbox near a specific buildable object (safe area), ignoring combat, maybe sneaking. Looks rather simple, making guards to learn is more complex. Interesting as an idea, but in general, i don't see a reason to make them flee from dangers, instead of protecting themselves by all means - they weren't planted inside a safe Vault.

 

P.S. "Appointed settlement defenders to level at some rate". Actually, i've made my guards and settlers to train, kind of, they get reduced spread after each practice session (timed period) by increasing permanently custom AV on them and then using a perk for processing it. Though main goal was to add new settlement activity, so they spend their time shooting and wasting ammo, or punching a dummy.. Honestly, i don't know, what properties can bring obvious benefits. NPC don't seem to benefit from Special stats? Another believable skill upgrade is increased melee damage, but npc don't like melee in real combat. Relatively simple, though can be done ways better with custom scripting.

Edited by hereami
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Thanks for the responses folks :).

 

I've just downloaded the Settlement Activity Markers.

 

I think I'm probably a rather demanding General of the Minutemen. I insist my settlers clear all rubish and foliage out to the settlement borders to provide clear fields of view and fire as well as to discourage pests like mole rats from getting too close. There are several quarries in the wasteland so I also insist that much of the settlement central area be paved.

 

I feel that to move forward from the current barbaric state, settlers much have pride and confidence in their settlements and the Minuteman model. Part of that model is that people contribute in the best manner they are able. One way a non-combatant can contribute is to behave in a manner that allows the Guards/Soldiers to do their job.

 

PS. I've recently learned a hard (though at times funny) lesson. I like to use the combat shotgun as my default weapon as it works well when I blunder into an enemy. I recently looted an "Explosive Combat Shotgun". With increased Rifleman and Explosives perks, this weapon is VERY effective. That includes on settlers :).

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  • 3 weeks later...

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.

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  • 1 year later...
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