Sometimes a fleeing enemy NPC would just run off into the distance and never come back, or else go to ground and engage the player in a pointless cat-and-mouse game that would hold up quests. Q: Are you open to new developmental ideas? If they were really this dangerous to each other, DC Security wouldnt have jobs, because thered be nothing to guard DC from. . However, I cant with 100% certainty promise that it cant or wont happen. Alas, no sympathy from the good mod author here. Very occasionally the NPC in question will go catatonic and just wander off somewhere for a nice lie down. Then the script is dispelled. These natural levels also change throughout the combat session, so there will be emerging heroes and cowards among the group. There is exactly one line in PA-NPC that enables an NPC to initiate combat on their own, and thats buried deep in the focus fire Command system. Aggressive military types use either the Gunners or Brotherhood templates. This tool will be removed in a future version of PA-NPC once Im satisfied that it is no longer necessary. If more are noncombatants, they will join one of them. . That was weird. No. Q: Did that raider really just throw my companion to the ground? They will also provide fire support to that teammate. or they alter combat styles. Youre likely to see this especially in places like Fort Hagen. Unique DLs-- Total DLs . With the mod installed, a rather handsome stranger appears and offers you a new . As of v1.432, no base records are edited, and the mod dynamically attaches PA-NPC functionality on the fly. 2. These interactions have not been tested.). Q: A third-party compatibility patch is crashing my game. Also, see question above, about unexplained hostile NPCs. 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. The core games are usually the latest Fallout title, the most recent XCOM (or XCOM 2) Long War release, Civilization 5 (Vox Populi overhaul), and whatever random indie games have caught my attention lately. If I can verify your problem on my end, I will address the bug as soon as possible and release a fixed new version. Q: How does PA-NPC differ from other AI overhaul mods? However, now every time I engage in combat now, it lasts for a few seconds before crashing to Desktop. The short answer is: very probably not. Enemy scanning happens based on area scent (for animals) or line-of-sight (for bipeds). A CTD is theoretically possible on a stack dump, but is unlikely. As of the v1.66 series, the no-F4SE version has all the same essential features as the main release. 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. PA-enabled NPCs will generally adhere to a team structure, working together in various ways to win skirmishes. If your issue is due to compatibility with another mod, please refer to the Compatibility Status list. Source code is included in both download packages. Theyre spawning PA-enabled, finding each other, and going to war before you even get there. Terminology note: PA-enabled means an NPC that is operating using Pack Attack logic. Im always happy to hear more. The effect dies with them. . This means that the weaker NPC may become hyper aggressive when surrounded with tough guys, while a tough guy will make very conservative moves when surrounded by weak knuckleheads. Q: How does Pack Attack prevent molotov cocktail use indoors? The Castle.esp (The castle fully restored in and out) OutcastsAndRemnants.esp. DO NOT REPORT IT AS A BUG. Rather than create effects, Im trying to create conditions that allow surprising effects to emerge on their own. I fall into a game for a few months, play it almost exclusively, eventually get bored and go to the next game in the rotation. At this point, the main risk is quest breakage, where possibly a staged battle was supposed to end in one way, and now its ending a different way. 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). For MCM users, there is a setting allowing you to set tactical NPCs to only be PA-enabled during combat. Breaks, Bugs, and Compatibility Questions Q: The extra spawn (aka Cloning) system isnt working for me (too many or not enough clones)? Here is my load order: # This file was automatically generated by Mod Organizer. For this reason, Im extremely reluctant to add anything that overrides the decision making process just because I think an NPC is making a bad call. When you load the clean game save, PA-NPC will reinitialize itself to its initial state. Added some fall damage upgrades to the standalone Jetpack. 268. 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. What should I do? Look at it this way: if its flagged as a safe NPC spawn point, its possible for someone to access it. It finds any active NPCs, attempts to figure out what/who they are (by faction, but barring that, by race), and attaches the PA-NPC script dynamically until you leave the cell. Its designed to be. Why are you updating this mod so often? Efforts ongoing. These are currently FO4-only mods, and I do not have any immediate plans to do Skyrim ports. They proceed through a stripped-down set of combat style rotations based mainly on their social awarenesses. 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. CTD Only During Combat. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). Maybe we can hash out something really great. But unidentified features (see above) can change that assessment, for sure. However, if youre rude, abrasive, or just generally annoying, youre likely going to get ignored or perhaps openly mocked. Theyre also not the sharpest knives in the drawer. Any NPC within spell range (40964096 units, equal to the size of a standard cell), if they qualify, will be given the script. When a PA-enabled NPC dies, the script shuts down for that NPC, unregistering for all its events. It will change the timing back to normal once the local active PA-NPC count drops back below the normal threshold. Pick one and uninstall the other. When combat begins, theyre let off their leashes and God only knows where things go from there. Q: I just found one of my settlements decimated by hostile settlers. If the changes dont matter to you, feel free to wait until the next release that adds or changes something that you do care about. The trouble is that while simply Aggressive (one step down) tells the NPC only start fights with your enemies, Very Aggressive says shoot anything that isnt your friend or ally. As of v1.432, there are eight basic templates: Dogs, Raiders, Gunners, Brotherhood, Settlers, Minutemen, Synth, and Super Mutants. Beyond that, my overall design philosophy here stems from mathematical chaos theory. The most Ive tested either mod with so far is about 12 raiders (for PA-NPC) and 30 dogs (for PA) at once, and have found no performance problems whatsoever. Im a nice guy who wants your feedback. Unintuitive feature! You can reduce (or raise) the volume of these detection events in MCM, down to zero if desired. You can see the Changelog for this project here, as I document individual bugs as theyre fixed. In the older system, there was simply a common pool of resources, and a single process could drag down the whole game. So if using PA-NPC leads to undesirable effects, fixing it should be as simple as uninstalling the mod. Locked at least until 1.9 release. Q: How does the no-F4SE version differ from the main version? A spot for the mods I code for Fallout and other games, last updated 03/31/2018, PANPC v1.66 I Hear Nebraskas Nice update. 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. Im a particular fan of the Zachtronics games. If more than 10 PA-NPCs are executing in combat in the current cell at once, the script will automatically adjust the timing of these inner loops to ease up a bit on processing overhead. Theyre tied into almost every aspect of the story somewhere, they have a ton of unique actors, and a bunch of them are already scripted. Otherwise, Medic PANPCs will use stimpaks from their inventory/drop/death items. This feature in general makes PANPCs cohere more as groups. Ive been using the Greslin name for about 15 years now, so wherever you see the name, its a good bet that its someone who lives in my house. Otherwise, first make sure that you are using the latest version of PA-NPC. Otherwise, dont worry about Debug Mode. Q: Will PA-NPC eventually support companions? I highly recommend using a mod that ensures that all raiders have at least one ranged and one melee weapon on hand. This should be fairly accurate with most vanilla NPCs. 5. 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 . Q: Is there any way to do a factory reset of PA-NPC? Hit apply and close Nvidia control panel. [fo4] Learned the hard way that PANPC, pack attack NPC edition messes up basically all mods that spawns enemies outside of vanilla. Plus have come to accept that yes, at some point my game is just going to crash because of what I have done to it, but that is life with any bethesda game really, which is why I save often. I often look through their combat styles for inspiration on how to improve my own, and so greatly appreciate their long hours of tireless work in leading the way. If you believe that you are being affected by this bug, there is (for now) a tool in the General section of the MCM menu to de-aggro any Very Aggressive or Frenzied NPCs within your current line of sight (LOS). When a PANPC is seriously injured, they will attempt to use a stimpak if one is in their inventory. Probably, if you ask nicely. As of 1.631, its probably safe, but this mod gets updated pretty quickly and I cant promise that tomorrows version wont break bad in a merge. 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