I add and remove messages all the time, so you will see different messages in each version. Most hostile canines are. Q: Did that Synth seriously punch me in the face (or go run and hide)? 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. Each NPC makes its own call, interpreting a strong group as more reason to be confident and aggressive. Either a patch, or more likely, an update to PA-NPC that reduces that area of conflict risk. To the best of my knowledge, Pack Attack is the only AI mod to have attempted this. 3. Right now theyre still active and tagged. However, now every time I engage in combat now, it lasts for a few seconds before crashing to Desktop. Now, I can do many other things in the game for many hours, and can even complete some quests as long as I run from all combatants, but that is one of the funner things to do in the game, I would rather not lose that ability, any suggestions. The list was hopelessly outdated, so it's locked at least until 1.9 release. Sometimes I will refer to a PA-enabled NPC as a PANPC (no hyphen). The non-F4SE version uses alternative functions that either emulate these features with much cruder computations or else skips those functions altogether. 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. Thank you. So no one can promise a flawless playthrough here. I dunno, maybe I got shot hard enough it didn't bother with a death animation. So generally speaking, Id avoid merging it, even though it may work. 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. In theory, theres no fundamental reason why companions wouldnt work. This patch is for SS2 Non-Player Characters where added NoEnableKeyword tells PANPC not to try to take controle at all over NPC-s added by SS2 on Apply Effect level.It.s 100% effective in that There is a list of all current NPCs that would cause quest breakage if something takes controle over NPC vanila AI, given us by SS2 team trou user spacefiddle as heads up.Thank you very much for that. 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. Emergent Effects, WTF Moments, and Chaos In Action The registrar now attempts to match against two markers instead of one, before clearing the NPC for registration. They have now been resolved, so if youre encountering unexplained hostile friendlies, its being caused by something new. What should I do? Dead NPCs, such as the dead Raiders in College Square, do not have scripts attached. Its a distraction. It was ENBoost, now that it's back my game no longer CTD's when in combat. 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. Scent gets a general scan of the collective wounded status of the other group to decide whether to press the advantage (theyre bleeding! Unintuitive feature! Q: I have a question that you havent answered in this FAQ. The script itself is single-threaded (i.e., it doesnt use tricky techniques such as CallFunctionNoWait() shenanigans to create multithreaded processing internally), and it only operates on active NPC references that are loaded in the current cell. Non-synth robots (including turrets). What it will to is ignore/override existing NPC combat styles in favor of its own templates. Alas, no sympathy from the good mod author here. They will also provide fire support to that teammate. 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. (updated 3/17/18, v1.62). How about Skyrim/FO3/FNV? This mod is being developed rapidly, and it is very likely that your issue has already been addressed. In order to avoid quest breaks and other strange game bugs, Ive avoided enabling the PA-NPC script on the uniques and anyone that appears to possibly be quest-critical. Some will start with a natural advantage there, more likely to stay true against impossible odds. , . And youll get a nice personalized email response of thanks. Why are you updating this mod so often? Over the past few months several Fallout 4 mod authors have choosen to leave NexusMods over policy changes. At any rate, dont use both mods together. Also, feel free to ping me on Discord. Not all of them, however, are PA-enabled: most of the rank and file troops, as well as the Legendaries and the general encounter BoS, should be good to go. 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. (I tried with playing with performace options in both mods, but I dum Pack Attack AI soo much that NPC combat become easier then vanila and make SSQ very slow and after that my game still CTD often). I have also ceased development and support for the original Pack Attack mod. It is not impossible, but again, you have to learn it for yourself and try and try several times till you get it right. 268. And for that matter, Bethesda games, too. This will usually happen at the end of another evasion move, once the PANPC has collected themselves a bit and is ready to reenter the battle. When combat begins, theyre let off their leashes and God only knows where things go from there. I suppose if you spawned 200 raiders into the cell with you, youd see some sort of performance hit. Theyre rushing you to finish you off. Should I be concerned? Q: Does PA-NPC include assessments of specific weapon/armor/ammo types and capabilities? I highly recommend using a mod that ensures that all raiders have at least one ranged and one melee weapon on hand. Please update. . So to avoid clogging the comments section with possibly long, drawn out technical answers (which Im prone to giving), Im going to try my best to answer those questions here. At this point, your odds of save game corruption/bloat should be very, very small. 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. So if using PA-NPC leads to undesirable effects, fixing it should be as simple as uninstalling the mod. As many other mods do the same thing, that meant having to do compatibility patches for anything that had any sort of overlap. I think that you are not reading the mod description and posts. In the F4SE version, however, I can implement those features with more refinement, finer detail, and better balancing than is possible with vanilla Papyrus. Thanks. Q: Why are normally friendly NPCs now suddenly hostile to me? Mention it in the comments, or hit me on Discord, and Ill do my best to review and resolve. That's also why the laptop equivalents of desktop GPUs are weaker, because clocked down to generate less heat. Youll have to sort that one out. Uso seasonpass. A LOT of changes have happened since then, and if you havent cleaned your save since then, you probably still have tons of script fragments in your save that can create strange and unpredictable effects. This mod mainly alters what they do at that point. Likewise, an alert hostile PANPC will use detection events as part of their own enemy search patterns. 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. Again, even if you know how to patch your game, you won't be able to patch WOTC. Sometimes that means they take out their friends as well. 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. - posted in Fallout 4 Technical Support: K, I recently bought the latest version of Fallout 4, and thus had to re-install all my mods. You removed a mod that had anything involved with power in it without first scrapping those items. This means that some will use PA tactics and some wont. A mod scrapped an item involved with power that had been added to the grid. 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. Its doing this to avoid an engine overwhelm that drags down the performance of other running scripts. Probably, if you ask nicely. If you are using a version of Fallout 4 that predates 1.10.163. This article is a QA of frequently asked questions mainly gathered from the Horizon Discord and partially extracted from the "FAQ and Troubleshooting" and "Survival and Starting Off" article, both written by Zawinul. 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. 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. Almost all of them, with the following exceptions: Any character flagged as unique A quick demonstration of PACE (Pack Attack Companion Edition), a scripted AI redesign of the vanilla Fallout 4 companion NPCs. But you are. Q: Can I help maintain PA-NPC (contribute code, etc.)? Id rather save those rabbit holes for other projects. ; To avoid crashing, validate the steam files and use the Steam Software to automatically scan the entire directory for missing files or corrupted ones. Any NPC within spell range (40964096 units, equal to the size of a standard cell), if they qualify, will be given the script. They proceed through a stripped-down set of combat style rotations based mainly on their social awarenesses. These interactions have not been tested.). Q: And how exactly did a raider (or other NPC) get up there? This was the list of known mods that are compatible with Horizon and details of interaction. Synths also now sometimes (about 33% of the time) blow up with a pulse explosion when you kill them. 1987-1993 Ford. That could, conceivably, lead to a much more fun mod. 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). Q: If I am using PA-NPC, can I uninstall the original Pack Attack mod? 2. either tamper with specific weapons, ammo, etc. Q: I just found one of my settlements decimated by hostile settlers. Other factions are assigned one of the preexisting templates. It all depends on what kind of mods and on which rig. As with certain other animals, (e.g . Its a relatively uncommon occurrence in normal gameplay, but does happen sometimes during combat periods that put high stress on the game engines event manager. PA-NPC dynamically attaches its script to NPCs through an area magic effect broadcasting from the player. Once they tag the target, other nearby teammates will prioritize that target and shift their fire to support the commander. I do this mainly to avoid runtime collisions with heavily scripted companions such as Heather Casdin, and with multiple companion mods. Most animals/creatures, other than canines (friendly dogs and Dogmeat currently not supported) Nothing is required other than the base Fallout 4 game. As of v1.63, NPCs suffer temporary damages to their Aim Stability (gun wobble) and Weapon Attack Speed (how often they can shoot) for ranged attacks, depending on combat circumstances. Q: Is there a general design philosophy defining PA-NPCs scope? Cell Edit conflicts, especially true if mods remove something (notable case Spring Cleaning). About Pack Attack: NPC Addition (PA-NPC) 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. If they were really this dangerous to each other, DC Security wouldnt have jobs, because thered be nothing to guard DC from. Ranged fighters in a defensive posture get the opposite: better accuracy with slower speed. Ill probably be able to use that information to fix the bug. The new one will be ready probably by the end of the year. I am no longer maintaining or supporting it. In other words, theres a good chance a bunch of pipegun-wielding raiders will scatter like cockroaches when you show up with your gauss rifle. Synths now have the same full complement of combat styles as everyone else, including melee/hand-to-hand at close range and retreat in self-preservation. Not really. If its last act was caused by PA-NPC, Id like to know that. Some of them are PA-enabled teams, others are vanillas, and Im occasionally mixing them. I've shown you guys how to make Fallout 4 scary, terrifying, and even a more survivalist experience with the use of Fallout 4 mods. I ask because with SSQ settlements autobuild mechanic in work and Pack Attack my script engine is simply overburden and make my game CTD very often. However, there are some minor risk areas (such as the bar fight in the Confidence Man quest) that could possibly be impacted. ApprehensiveDegree70 2 yr. ago. Raiders, in addition, have a unique ability in Revenge situations. Learning how to patch a game is something not that simple and it will take you a while to learn it, probably months before you know it like the palm of your hand. See question above, about unexplained hostile NPCs. 9. Keep in mind that there are ways for this to legitimately happen. Q: What about the Forged and the Rust Devils (and other smaller factions)? 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. Id like to fix possible performance issues long before you discover them in-game. If they are ranged and on the offensive (usually fighting in the open), their speed goes up and their aim stability goes down. Aggressive military types use either the Gunners or Brotherhood templates. Performance, Optimization, and Technical Stuff Most of the non-F4SE players Ive heard from so far have been VR players, so Im trying to limit the amount of experimental code they have to deal with. 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. 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. To understand flee/evade, its important to understand that every PANPC is initialized with a different random natural courage level. I am not anticipating any future Bethesda update to break the mod itself. Archived post. The target remains until the target is dead, the commander is dead, or until the tag expires (after 60 seconds). Terminology note: PA-enabled means an NPC that is operating using Pack Attack logic. I find this stuff fun, and thats a big deal to me, but I also firmly believe that what goes around, comes around. (updated 3/21/18, v1.631). Im always happy to hear more. Q: Did that raider really just throw my companion to the ground? 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. are bug fix and refinement releases in support of the new features of that version set. 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. MCM is required if you want MCM support. Most likely, as Im not the only one. 7. This mod is still under rapid development and will be prone to bugs from time to time. However, that does absolutely nothing to contribute to group decision making, so its out of scope. Laptops can be okay for gaming, but I won't advise it for temperature reasons. Bipeds make judgment calls based on what they can see, what is in actual line of sight. Pack Attack NPC Edition. Today I show you guys how. Q: Are you related to another Greslin Ive seen elsewhere on the Web? (which may cause CTD). Pack Attack was the original prototype of this system, a very limited version that applied strictly to Commonwealth wild dogs. Others will fall like a house of cards. Set Antialiasing - FXAA to "On". . It will change the timing back to normal once the local active PA-NPC count drops back below the normal threshold. PA-NPC should also be compatible with stealth mods that mainly work by changing actor aggro/detect radii. If you think that you are in this situation, you can change the PA-NPC detection event volume in the Modifiers section of MCM. Q: Ive been using PA-NPC since before 1.422 on the same save game file. You disabled/marked for delete an item involved with power. Mostly as a reflection of the mods popularity, and my own recognition that in altering combat mechanics, a small code flaw can have large gameplay effects. 5. Will I have a problem? Maybe we can hash out something really great. The short answer is: very probably not. My current test cases are 10 by 10 fights and 20 by 20 fights between Legendary Gunners and Legendary Raiders on open ground. . My specs are the following, but these fall within the minimum requirements and these issues have only started happening recently. Through their victories and defeats, the individual NPCs will gain or lose courage, earn command roles, or succumb to revenge rage at the sight of a fallen comrade. Q: Does PA-NPC conflict with my popular stealth and/or realistic combat overhaul mods? Versions 1.6+ (main channel) require F4SE. 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. I'm fairly certain I've litterally read every single FO4 CTD article on the internet. 6. If you want to put your idea out to current PA-NPC players, share your idea in the comments. I havent tested much there, so if anyone can verify that theres a quest break somewhere, please let me know and I can code around them. Further increments (1.661, etc.) Ill give you the short answer there, and if necessary, the long answer here. Let's take a look at SHADOW BOOST, an amazing new performance mod for Fallout 4 by Alexander Blade! If this is a recent PA-NPC version, please report the problem. 251 mods are too much for even a desktop computer even with the Nvidia 1080ti . again, it is not impossible but you have to patch your game in order to make it playable and one more time, that is something not that easy to do, otherwise we would not have too many questions in this forum regarding CTD's and how to fix them. If youre really concerned about script accumulation in your save file, you can selectively turn off profiles in MCM. Thanks. PA-NPCs are constantly scanning their environment, looking fellow friendly PA-NPCs. PACE AIs will employ adapt. 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. (updated 3/23/18, v1.64). Q: Are the Pack Attack mods compatible with my version of Fallout 4? This is my current load order as it stands now. Q: Why am I reading this crap about you personally? Reddit and its partners use cookies and similar technologies to provide you with a better experience. Ill give you an example from the v1.5 series. Rather than having a single defined combat style (as in vanilla), PA-enabled animals have five of them, and biped NPCs (humans, etc.) ; Close Discord, MSI Afterburner, and Other . Here is my load order: # This file was automatically generated by Mod Organizer. Pack Attack was the original prototype of this system, a very limited version that applied strictly to Commonwealth wild dogs. I do have the donation flags set on the mod page, because why not. Most of these NPCs will be civilians, so any spare humans will get the Settler template VERY defensive, very prone to ranged and cover styles. The Guide/Mod Compatibility is written and maintained by the players. #10. Its not set in stone or anything, but yes. In general, I number releases in a Major.Minor format, where a version 1.6, for example, represents a substantial improvement to 1.5, but a 1.66 just introduces some new features over 1.65. You can reduce (or raise) the volume of these detection events in MCM, down to zero if desired. Ive yet to see that happen, but I cant rule it out as a possibility. ; Crashing problem can be solved by lowering your graphic settings. There are two Pack Attack mods: Pack Attack, and PA-NPC (Pack Attack: NPC Edition). Can you fix it? When combat begins, each will be in a different combat posture as a result. Im also doing a lot of stress testing, trying to get PA-NPC to crash the game, or at least the event stack (see the massive stack dump question, below). Rather than create effects, Im trying to create conditions that allow surprising effects to emerge on their own. Q: Does Pack Attack interfere at all with NPC level scaling? But believe me, Im not doing this for any sort of compensation like that. 5. The mod does a wide area scan every time you enter a new cell. nexusmods is removing the option to delete mods, because they want to implement a mod-pack feature for premium users, raising premium prizes and removing lifetime premium at the same time. Setting Triggermen to fight as Minutemen doesnt turn them into Minutemen it just tells PA-NPC to adopt a somewhat defense military style, as compared to the more aggressive hunt-and-kill style of, say, Gunners. The Castle.esp (The castle fully restored in and out) OutcastsAndRemnants.esp. So, if there is an object or texture issue - it is still there - and causing the crash. Heard it was heavily scripted, but took a chance and uninstalled on a 50h playtbrough and now a Ghoul mod, a Supermutant mod and a NPC spawning mod I (can't remember the name) , works perfectly. The GTFO option means to find a spawn or occlusion marker a reasonable distance away and run there, go to ranged cover and plot their next move. 3DNPC_FO4.ESP (Tales from the commonwealth) DCguardoutfitOverride.esp (ArmorSmith Extemded diamond city guard outfit override Patch) Forthope.esp. 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. Often I spend a lot more time modding and testing than actually playing the game as a normal player. I have spend many hours trying to find out which mod is giving problems, i have ran the corvega plant in vanilla 4 times without any problems and have not found the mod that breaks something there. 7. And possibly to have some extra fun doing it. If you prefer a more or even less chaotic, disorganized combat environment, you can alter the Battle Buddies deployment odds in MCM (under Modifiers). Hi! I post a changelog with each update, which I encourage you to review. Also some settlement modifying mods can cause frequent CTDs. Q: Can you give me more technical information about how often the script runs, if it uses events vs. timers, etc.? 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. 4. 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. 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