So no one can promise a flawless playthrough here. Youd likely have to be trying to crash it to make it dump. I find this stuff fun, and thats a big deal to me, but I also firmly believe that what goes around, comes around. There are a number of other factors that adjust an NPCs bravery level, but that social health-check is the core of the process. Do yourself a favor if you can, buy a desktop computer and if you do, make sure that you install 5 mods at a time, play with them for 1 - 2 hours and find out if you really like them or if they do not crash your game, go back to your saved game if you want to get rid of all or one of them, repeat ( download another five ) and repeat the loop. Ill probably be able to use that information to fix the bug. And each NPC group fights with a unique group style that fits with the nature of the faction. Its amazing how many have just one or the other. Guide/Mod Compatibility. Because in my tests, thats the only Ive found to stop raiders from wanting to burn down their own base every time a stranger drops by: just take away their damned flame bombs. At this point, your odds of save game corruption/bloat should be very, very small. Ive been an open source guy since before the term was coined in 1998. How about Skyrim/FO3/FNV? If you do not follow the author's recommendations about compatibility and load order, you won't be able to have kind of stable game. Keep in mind that there are ways for this to legitimately happen. Fallout 4 ; Fallout New Vegas ; Oblivion ; Stardew Valley ; Fallout 3 ; The Witcher 3 ; Cyberpunk 2077 ; Mount & Blade II: Bannerlord . I do have the donation flags set on the mod page, because why not. About Pack Attack: NPC Addition (PA-NPC) If you want more or less parity in NPC level scaling, there are other mods for that. Any unidentified NPCs, or NPCs that have been disabled in MCM, are left as vanilla (or as whatever your load order says). Right now, this shows up mainly in the quality of weapon comparisons. All smaller factions have been similarly assigned existing combat templates. Rather than having a single defined combat style (as in vanilla), PA-enabled animals have five of them, and biped NPCs (humans, etc.) Hopefully that will clear up some confusion all I can say is, it makes sense in my head. If this is a recent PA-NPC version, please report the problem. Q: Are you open to new developmental ideas? Im always happy to hear more. The Guide/Mod Compatibility is written and maintained by the players. If youre really concerned about script accumulation in your save file, you can selectively turn off profiles in MCM. Then update PA-NPC, reload the save. Q: I found a bug! So generally speaking, Id avoid merging it, even though it may work. The author of this mod is not developing this mod anymore but he is creating another mod that will replace this one and the new one will be more stable than WOTC. Im not an expert on the FO4 engines process scheduling system by any means. Its basically there for the bugged NPCs you cant/wont destroy, live with, or that are currently unsupported by PA-NPC. And theres no such thing as a bug-free computer program, especially when event management is involved. But others, such as Molerats and Mirelurks, will need case-by-case consideration and probably custom coding and templates. Using a combination of faction and race identification markers. And possibly to have some extra fun doing it. Theyre more concerned with the other teams armaments and head counts, plus many other factors. All I can guarantee is that any reported/verified bugs are being investigated and fixed as quickly as possible, because Im quite aware that players are accepting that risk. Where Sim Settlements 2 overtakes the original mod is with the new characters, quests, and systems it introduces. 5. It all depends on what kind of mods and on which rig. I'll check ENB Boost to see if that helps any (I remember it helping a bit, but it's been ages,) and I'll Run Loot to see if that helps at all. Ask it in the comment section (or send me a PM). So, try unchecking the folders on the left. Q: Is there a general design philosophy defining PA-NPCs scope? If theyre suddenly becoming very in-your-face aggressive, its because theyve decided that theyre winning, and they may (but may not) be right. As of v1.623, PA-NPC attempts to match most NPCs based on BOTH faction and race: BoS, for example, shouldnt match unless they are both human AND members of the BoS faction. --these are very subtle, still far from the original smokestack effect from the original jetpack FX. Archived post. Today we take a look at some deleted mods. And porting backwards to FO3/FNV is beyond unfeasible. Q: What about the Forged and the Rust Devils (and other smaller factions)? Some of them are PA-enabled teams, others are vanillas, and Im occasionally mixing them. PA-NPC adds detection events of varying strength when the player fires a weapon or makes a kill, as well as when already-alert NPCs are searching. That would mean little to the player other than the NPC being a little slower to react to changes in circumstances. Q: Does PA-NPC include assessments of specific weapon/armor/ammo types and capabilities? Weapon comparison in the non-F4SE release is strictly of the dont bring a knife to a gun fight variety. Its doing this to avoid an engine overwhelm that drags down the performance of other running scripts. Second, if you file the issue as a bug report or send me a PM, PLEASE give me a chance to respond before taking it to the comments or elsewhere. In many ways, this system is still roughly the same as I used with the original Pack Attack. It was ENBoost, now that it's back my game no longer CTD's when in combat. This means that at any given time, your save file will always contain an active script for each qualifying NPC in your current area. Likewise, v1.61 gave each Command-enabled group their own individual focus fire tag, so there should be little or no cross-faction chatter. As if the 1.6 series, Pack Attack has begun assuming a third role as well: staging director. As of v1.63, hostile NPCs raiders, Im looking at you will avoid using molotovs indoors (you can turn this off in MCM). PA-NPC does not attach its script to any unique actor or anyone belonging to CompanionFaction. Q: Did that raider really just throw my companion to the ground? 5. Just getting back into FO4 and modding my game after about a year away, but after DLing a bunch of mods (and too many hours in FO4Edit) my game has a few hang up points. Wow you are missing another 500 mods in your list lol well, sorry but even if you learn how to patch your game via F4edit, you still will have CTD because it has been advised from the WOTC's author, that CTD will happen by using that mod. Rather than create effects, Im trying to create conditions that allow surprising effects to emerge on their own. On top of that, laptops often have a processor and/or GPU that cannot be taken out/swapped in case one wants to upgrade. Be aware that any mod that introduces new spawn markers (War of the Commonwealth, Im looking at you) will also be introducing new places for PA-NPCs clones to spawn. As many other mods do the same thing, that meant having to do compatibility patches for anything that had any sort of overlap. You can also help pitch in, if you want to get your hands dirty on this mod. Almost all of them, with the following exceptions: Any character flagged as unique Some mods also utilize detection events, and so this feature may conflict with them or throw balance way off. Sometimes that involves a throwdown. As of v1.432 and in all current versions, PA-NPC does not touch any base records. If youve been using PA since early versions (especially prior to 1.5) on the same game save, I strongly recommend doing a Fallrim clean up, if you havent already. Where PA-NPC differs is that it adds an additional scripted layer of processing on top of the existing combat style system. And youll get a nice personalized email response of thanks. The name doesnt mean anything to me; I made it up. As with certain other animals, (e.g . (updated 3/17/18, v1.62). Not that I have the most powerfull machine in the world, mind (i7-3770K on an AsRock Z77 Extreme11 motherboard with 16GB KHX RAM and an AMD MSI RX470 8GB GamingX). How are these mods going to hit my game performance? If you receive this sort . Q: I just found one of my settlements decimated by hostile settlers. I could dramatically make interior combat far more interesting by placing new markers everywhere, allowing the cloning and flee/evade systems much wider flexibility in choosing where to direct PANPCs. If you are having this problem, please rule out these scenarios before reporting it as a new bug: 1. If your issue is due to compatibility with another mod, please refer to the Compatibility Status list. That, and I also had to switch from Mod Organizer to Nexus Mod manager because sadly, the current Mod Organizer for Fallout 4 just does not work. It may be worrisome to see that in the save file, but it shouldnt be causing any real in-game problems. This video explains the installation and setup process f. Since mod authors face CTD reports from users frequently i decided to place some notes about possible reasons and fixes for game CTDs. Im a particular fan of the Zachtronics games. Runtime script conflicts are still possible, however. Please update. Thanks. Your companion got caught in crossfire and shot back. A higher value will make them be more likely to stick to their team, a lower value means pretty much every man or woman for themselves. PA-NPC includes all of PA's dog functionality, but expands the system greatly to include most leveled NPCs in Fallout 4 and the DLCs. Is immersion holding back Falloutmodding. Q: What if PA-NPC cant identify an NPCs faction (such as in other mods)? So if for some reason you prefer the combat style stats implemented in another mod, youll have to change the PA-NPC stats manually in FO4Edit to accommodate. It is recommended to read this and the Troubleshooting article. About The Author. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. To learn more about chaos theory, I strongly recommend the book Chaos: The Making Of A New Science by James Gleick. Pretty self explanitory, lead starts flying both ways, then suddenly I'm looking at my desktop. Or reporting the problem and allowing me to fix it. Just pick the NPC types you want to support, and only those NPCs will end up with the script attached. Vault-Tec Power Armor by NewerMind43 & Captain-Ultima.esp, 10mm Carbine - Combat Scopes - FH, NW.esp, Trinity Shotgun by NewerMind43 & Captain-Ultima.esp, Crafting Workbenches - Far Harbor DLC.esp, LegendaryModification - DLC Far Harbor.esp, Crafting Workbenches - Nuka World DLC.esp, Crafting Workbenches - Automatron DLC.esp, Craftable Armor Size - Fix Material Requirements.esp, No More Fake Puddles - Nuka World 1-0.esp, BrighterSettlementLights_ExtraBrightv1.1.esp, Glorious_Glowing_Plasma_Weapons_by_Diranar.esp. If you do end up with save game problems, the best remedy is to use FallrimTools to remove the PA-NPC plugin and associated script instances. No one can promise that. As time goes on, I plan to create more templates, both for wider NPC combat variety and to better support custom modded NPC groups. Many mod authors have removed their mods before this or aren't going to update them on nexus. I tend to have a rotation. As of v1.4, the Brotherhood of Steel is a supported NPC. Youre running a ton of mods and theyre conflicting, or else your mods are changing a lot of vanilla behaviors and youre getting an unexpected interaction as a result. Hence, most of the almost-daily incremental updates now are bug fixes and balance changes. Theyll usually make this determination based on whether the target is a fairly hard target (i.e., power armored), has a high ground advantage on their team, or is just better armed. Page 1 of 2 - CTD when engaging in combat. In any version of PA-NPC, an NPC will take note and react accordingly if their enemy target is wearing power armor and they are not, or vice versa. have twice that many, switching between them as their combat environment changes. But many NPCs are already scripted, many strongly so, and its quite possible that one of those scripts is going to collide with PA-NPC. Q: Im seeing lots of PA-NPC script instances in my save file. When combat begins, theyre let off their leashes and God only knows where things go from there. Here is my load order: # This file was automatically generated by Mod Organizer. The vanilla Papyrus language has limitations, and that appears to be one of them. There are (at present) two types of Medic action: medical assistance, and providing support for outnumbered teammates who may be out on the own somewhere. A near-future version of PA-NPC will include limited support for turrets and brahmin, specifically to reset them to normal aggression. Im not really sure, either. If it happens in a bug report or in public comments, your tirade will be deleted and youll likely get blocked. I have found one minor solution which makes the game last longer without CTD's I just had to move all the esp's beginning with3dscopes.esp and ending with Craftable Armor Size - Fix Material Requirements.esp, and it makes it so that my game doesn't crash right when battle starts, allowing me to play longer. . For more information, please see our The math is quite complicated and, combined with the normal actions of the Fallout 4 game engine, will routinely lead to unpredictable results. Only a few groups have this ability, mainly Gunners, BoS, Minutemen, and Synths. I think that you have answered your own question here. Unfortunately, Creation Kit has a habit of making these cute little unnecessary edits without consulting the author, which then get saved and shipped without being noticed. Breaks, Bugs, and Compatibility Questions When they die, their molotovs are replaced. Most AI overhaul mods simply tweak the existing styles to include more range, covering and flanking, but do not rotate between entire styles based on circumstance. If at some point I can adapt PA-NPC for companions without a major overhaul and compatibility nightmares (my other concern), Im happy to look into it. But I can tell you that if you run into any significant problems, you should be able to disable the ESP and get back to normal. [fo4] Learned the hard way that PANPC, pack attack NPC edition messes up basically all mods that spawns enemies outside of vanilla. Especially to me. Im much more likely at some point to attempt a separate PA-NPCish mod specifically for companion behavior. Or the folks at Covenant. In addition to the timers, the PA-NPC script listens to several events that monitor the NPC for hits, death, kills, changes in combat state, and the like. The Castle.esp (The castle fully restored in and out) OutcastsAndRemnants.esp. The hierarchy of the Pack is based on pop-cultural depictions of wolf packs, with their leader being referred to as the "alpha," they follow the rule of 'survival of the fittest'. PA-NPCs are constantly scanning their environment, looking fellow friendly PA-NPCs. The other issues are uniques and already scripted NPCs. A number of reasons, but they mainly boil down to the pre-v1.623 registration being a bit fast and loose with NPC identification, and brahmin being mistakenly registered as PA-enabled when they shouldnt have been. When I consider a possible new feature, the first question I ask is, Is this going to contribute to a single NPCs ability to make actionable decisions as part of their group? If not, then at best its out of scope. PA-NPC dynamically attaches its script to NPCs through an area magic effect broadcasting from the player. A 50HP NPC will see a 150HP friend as a major boost to the team, while the stronger one will regard the weaker one as a liability. Non-synth robots (including turrets). If you have just upgraded to v1.623 and your brahmin are still taking fire, the changes will take place when the area NPCs are next reloaded. " I haven't tried unchecking everything in the left pain only the right." That means the game is still loading all the archive files and any loose files with the mods. Finally, theres Battle Buddies, a feature introduced in the v1.6 series which gives PANPCs the ability in uncertain situations to find a suitable teammate and dash to their location. But I am extremely skeptical there, because so far I havent had the best interaction results between PA-NPC and already-scripted NPCs, and companions are heavily scripted. ; Close Discord, MSI Afterburner, and Other . Most animals/creatures, other than canines (friendly dogs and Dogmeat currently not supported) This blog is intended as a resource for new modders, a place for me to bitch and reflect, and a spot to post some code and discuss ideas. Maybe we can hash out something really great. When they go melee, if they dont have a melee weapon (or they just dont want to use it), they resort to hand-to-hand combat. Right now I dont see any way to substantially improve them that justifies the processing overhead. They are recognizable by their animal-themed equipment and demeanor. As of v1.64, friendly settlement turrets now have Command ability. This shouldnt happen at all except under fairly high impact circumstances, and as the stack size really is very limited, itll always happen at some point. Horizon @ Discord is recommended for unanswered questions. Youre likely to see this especially in places like Fort Hagen. Its last act before disconnecting for good is to attach an avenge me keyword to itself for a brief period, and then removing it. 2. Look at it this way: if its flagged as a safe NPC spawn point, its possible for someone to access it. . animals and such) PANPCs (and Tacticals, if set in MCM) are PA-enabled as soon as they are loaded into the players cell. Cookie Notice Q: Why are all these raiders rushing at me instead of shooting at me? A CTD is theoretically possible on a stack dump, but is unlikely. I absolutely am, although I reserve the right to reject ideas that either I dont think will work, or that are outside of my envisioned scope of this mod. Right now theyre still active and tagged. Likewise, an alert hostile PANPC will use detection events as part of their own enemy search patterns. I have a lot of fun with them, and theyre my baseline test group. As of the 1.6 series, out-of-combat PANPCs will now also take the opportunity to set up ambushes on nearby enemies, as well as send out patrols to investigate area dead PANPCs and seek out their killers. Yes. Companions When you load the clean game save, PA-NPC will reinitialize itself to its initial state. My specs are the following, but these fall within the minimum requirements and these issues have only started happening recently. Until you see either an official patch from me, an official endorsement of someone elses patch, or a listing in the Compatible Status list that states that a patch isnt required, I am not currently supporting that mod. Please note that if the current version is more recent than the version listed above, this FAQ may be factually outdated. Q: How does the no-F4SE version differ from the main version? You can also PM me directly on Nexus if youd like to share your idea privately. Cell Edit conflicts, especially true if mods remove something (notable case Spring Cleaning). DC Security (and both other friendly guard factions) fight as Minutemen, as do the Triggermen. Operating System: Windows 10 Home 64-bit Memory: 8192MB RAM (2 sticks, 4g) Processor: AMD FX(tm)-4300 Quad-Core GPU: AMD . Over the past few months several Fallout 4 mod authors have choosen to leave NexusMods over policy changes. PA-NPC doesnt change globals, and rather than alter existing combat styles, it substitutes its own. Q: This sounds like a lot of CPU threads going on at once. Workshop Limited, variably registered around the world, and used under licence. All non-tactical (i.e. Unofficial Fallout 4 Patch.esp ArmorKeywords.esm SettlementKeywords.esm XDI.esm AAF.esm TBOS-RaiderNormalFixMale.esl TBOSBodyTalk2LooksMenu.esl Bememoth Separated Cart.esp WashOutThatCum.esl TortureDevices.esm Devious Devices.esm Homemaker.esm FusionGirlLooksMenu.esl CROSS_CoA.esl Lucid's Texture Upgrades.esl luxor8071's HD Texture Pack AIO Pt . If a teammate is near enough to respond and isnt otherwise focused on what theyre currently doing, that teammate (only one) will respond to the call and move to the comrade in need. And even then, most times it holds up just fine, and only once (much earlier version) have I found a stack dump generate a CTD the other times, I didnt even realize it dumped until I checked the log after a test session. As of v1.6, they also assess the combat alert condition of their local teammates. Ill give you an example from the v1.5 series. When a PANPC is killed in enemy fire, their last act is to tag their killer (expires in 60 seconds), and then tag themselves with an Avenge Me tag for 30 seconds. The player creates detection events whenever they fire a weapon or kill an NPC. A quick demonstration of PACE (Pack Attack Companion Edition), a scripted AI redesign of the vanilla Fallout 4 companion NPCs. There are many fine AI overhaul mods available on the Nexus. Q: Is PA-NPC safe to merge with other mods? But believe me, Im not doing this for any sort of compensation like that. Q: All these updates are killing me. Sometimes I will refer to a PA-enabled NPC as a PANPC (no hyphen). . So the script is pretty resilient. And, if you choose to start writing mods yourself, pay it forward and think about the new guys who will one day be trying to learn from your work. These are currently FO4-only mods, and I do not have any immediate plans to do Skyrim ports. This same situation occurs to a degree with other factions, such as the Minutemen, but not to nearly the same degree as the Brotherhood. The registrar now attempts to match against two markers instead of one, before clearing the NPC for registration. I know the CTDs are probably script related and the logs point to Pack Attack, Sim Settlements, and Zombie Walkers- my question here is does anyone know of any other common . Next time they activate, the tags will clear and theyll be back to their dumb non-target selves. In general, Medic is only available to human PANPCs. 2. Q: Why do you have all this time on your hands? Earlier versions of PA-NPC attached the script statically to actor records, so they were all persistent, which meant none of them were ever cleared out. Q: Are you doing anything other than modding all day, every day? Q: And how exactly did a raider (or other NPC) get up there? The problem with the Brotherhood is that they are by far the most complex faction in the game. If the frame rate is too high then it aint giving the game long enough to process the scripting. Q: Why is this raider duck-and-covering instead of just running away? No script envolved and no patch requiered. The Pack is led by the "alpha," Mason. Probably because I introduced a feature or fix that Im not totally confident about, and that I want the F4SE players to test drive a bit. There is also an optional setting (defaulting to OFF) in MCM that provides Medic-enabled actors with a few extra stimpaks when they become PA-enabled. As of v1.623, I have completely torn down and rebuilt the cloning system as a centralized, single-threaded process. In theory, this could have potentially led to DCS firing on the player in some rare instances where the player had been tagged as a command target in a prior fight against Gunners. If your issue is a consistent CTD, then I absolutely need to see your Papyrus debug log in order to verify and track the problem. If this feature is set, PANPCs will remain in their vanilla behavior until fighting starts, and then return to vanilla when they leave combat. Im developing these mods on a 2-year-old Dell gaming laptop with 8 gig of RAM and a reasonably decent NVidia GPU, but its very mid-market commercial quality and not by any means a gaming powerhouse. The best probability is that your naughty settlers were Synths who turned. Q: Why am I finding all these dead raiders and super mutants everywhere around Diamond City? Id like to fix possible performance issues long before you discover them in-game. Q: How does PA-NPC differ from other AI overhaul mods? 3. 00. . Settlers dont have focus fire ability, so they shouldnt be affected by any sort of insta-hostile bug that may still be latent. Will I have a problem? Q: What is the Command/Focus Fire ability? Should I be concerned? Some are questions that I anticipate. As of v1.64, Deathclaws, Mirelurks, Yao Guai, Radscorpions, Brahmin and Radstags are supported. Note: PA-NPC does absolutely nothing to alter faction relationships. Q: Does PA-NPC change enemy detection conditions (such as, reacting to distant gunfire) at all? (which may cause CTD). Others will fall like a house of cards. This doesnt change faction relationships at all. Very occasionally the NPC in question will go catatonic and just wander off somewhere for a nice lie down. Q: Is there any way to fix an over-aggroed NPC (such as turrets)? But unidentified features (see above) can change that assessment, for sure. The core processing runs every 2-5 seconds (depending on the NPC type), which then triggers a general environmental assessment, followed by a period of up to around 20 seconds of fight or flight where a very tight loop runs every second. Most hostile canines are. However, from what Ive read, it differs from the older Gamebryo system (FO3/FNV) in that script resources are generally segmented and allocated, and so if one script is exceeding its own resource allowance, the scheduler will deprioritize that script until the bottleneck is resolved. Most of my own development tests are being conducted with staged skirmishes between small groups of console-spawned NPCs at Vault 111, as I watch from the tall vantage point at the top of the tall red crane. (The Confidence Man bar fight, for example. You disabled/marked for delete an item involved with power. The other assigned race are Ghouls, which (IIRC) I set to the Gunner template, on the logic that theyve been around the track for a while and have become fairly good at handling themselves. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). PA-NPC is going to likely change the outcome of those. Please update. Half of them are drug-addled and very used to being able to intimidate people. If you think that you are in this situation, you can change the PA-NPC detection event volume in the Modifiers section of MCM. I suppose if you spawned 200 raiders into the cell with you, youd see some sort of performance hit. Thank you. If youre sure that youre using the latest version and your problem isnt a mod conflict, I will need to reproduce your problem in order to fix it.

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