As of v1.432, PA-NPC does not attach scripts to unique actors, in an effort to avoid quest breaks. Q: Im getting CTDs and I think this mod is to blame. Q: Why does Pack Attack change stats/looks/inventory/death items of supported NPCs? It will either not support the NPC (if it remains unidentified), or misidentify it, with unpredictable consequences. Its there mainly for my own use, but feel free to play with it. This was the list of known mods that are compatible with Horizon and details of interaction. Q: Why is the Main release a more current version than the no-F4SE release? Ive yet to see that happen, but I cant rule it out as a possibility. #10. As of v1.4, the Brotherhood of Steel is a supported NPC. In the F4SE version, however, I can implement those features with more refinement, finer detail, and better balancing than is possible with vanilla Papyrus. It all depends on what kind of mods and on which rig. I am no longer maintaining or supporting it. Ill probably be able to use that information to fix the bug. PA-NPC should also be compatible with stealth mods that mainly work by changing actor aggro/detect radii. 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. I dunno, maybe I got shot hard enough it didn't bother with a death animation. Sometimes I will refer to a PA-enabled NPC as a PANPC (no hyphen). Currently they compare base weapon range and base cap cost value. This should instantly eliminate the vast majority of possible mod conflict scenarios. PA-NPC raiders dynamically shift between ranged (guns) and melee (knifes/bare hands) attacks, depending on their appraisal of the situation. Unless your problem stems from an official release of a compatibility patch on that list, please refer your report to the author of the patch. 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. 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. 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. Future Plans For PA-NPC 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 effect dies with them. 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. 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. Runtime script conflicts are still possible, however. Eventually I always make it back to Fallout. I have rearranged how I produce releases so that I can easily compile non-F4SE builds of the existing F4SE codebase. Try LOOT to sort your load order and have a look at ENBoost to see if the game crashes less when allocating some system memory to the game because with FallOut 4 a lot of issues come from not having enough RAM since the game used to gobble-up up to 10GB, which had, well, RAMifications. 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. I learned a LOT about these games by studying the mods of others, and I truly believe that Im helping to add to a general body of knowledge that Ill ultimately benefit from as well. Otherwise, Medic PANPCs will use stimpaks from their inventory/drop/death items. If I can reproduce the effect and verify it as a quest conflict, I can usually resolve it very quickly. I think that you have answered your own question here. In the older system, there was simply a common pool of resources, and a single process could drag down the whole game. Its a distraction. 6. 7. Q: Does PA-NPC include assessments of specific weapon/armor/ammo types and capabilities? Q: Is PA-NPC safe to merge with other mods? Its basically there for the bugged NPCs you cant/wont destroy, live with, or that are currently unsupported by PA-NPC. 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. New comments cannot be posted and votes cannot be cast. 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. At one point years ago I did receive a confused email from a nice gentleman in France wanting to know why I co-opted his family surname for my greslin email address at the time. Hopefully not. Pack Attack was the original prototype of this system, a very limited version that applied strictly to Commonwealth wild dogs. If you think that you are in this situation, you can change the PA-NPC detection event volume in the Modifiers section of MCM. However, Im usually pretty good at finding and resolving them, so this shouldnt be an issue in most versions. 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. Id rather you not, for a variety of reasons. The other possibility is that the random script is being hung up by an infinite loop somewhere. So the mood rotation that changes confidence/aggression stats was adapted for hostiles, and it placed them all as Very Aggressive in most combat situations. As many other mods do the same thing, that meant having to do compatibility patches for anything that had any sort of overlap. If you are encountering this problem, you have a very outdated version. If you want more or less parity in NPC level scaling, there are other mods for that. Q: Does Pack Attack interfere at all with NPC level scaling? Forged and Rust Devils, for instance, use the Raiders template. About Specific Factions 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. Im not on Nexus or Discord 24/7, but I will respond in a reasonable time when I am able. - 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. That could, conceivably, lead to a much more fun mod. The Castle.esp (The castle fully restored in and out) OutcastsAndRemnants.esp. If your question is about compatibility with Advanced AI Tweaks, Arbitration, or ANY other mod, PLEASE start by reading the Compatibility section! No script envolved and no patch requiered. Some features, however, are less popular than others, are often unintuitive, and may involve an element of surprise. Ranged fighters in a defensive posture get the opposite: better accuracy with slower speed. If anyone can, then with some ingenuity, everyone can. Pick one and uninstall the other. 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. The Guide/Mod Compatibility is written and maintained by the players. In the F4SE release channel (1.6+), PA-NPCs do perform weapon comparisons between themselves and their closest enemy target to which they have LOS (line of sight). Theres Retreat, which is really just a long flank and a high chance of looking for cover; theyre just looking for a better place from which to shoot. 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. Please report the bug with as much relevant information as possible about where you were and what you were doing. As a result, normally Aggressive NPCs Settlers, DCS, BoS, Minutemen, etc. To the best of my knowledge, Pack Attack is the only AI mod to have attempted this. Most likely, as Im not the only one. 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. But they should work fine with any reasonably recent version of FO4. What should I do? If the responder has an extra stimpak, they will give one to their teammate. This is likely going to happen often. --two tiers of fall damage reduction at 30/60%. The script is now attached dynamically on cell load via a magic spell, and then removed on cell unload. 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. Other factions are assigned one of the preexisting templates. Pack Attack NPC is a great mod that I use in my load order with RGE, . 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. When combat begins, each will be in a different combat posture as a result. DC Security (and both other friendly guard factions) fight as Minutemen, as do the Triggermen. You shouldnt encounter any problems. Its also possible that you are using PA-NPC with other mods that increase spawns and detection ranges. Theyre more concerned with the other teams armaments and head counts, plus many other factors. However, I cant with 100% certainty promise that it cant or wont happen. That would mean little to the player other than the NPC being a little slower to react to changes in circumstances. And if you have gameplay video, youll be my new best friend! #3. Q: Is there any way to do a factory reset of PA-NPC? 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. Q: How does PA-NPC identify which NPCs for assigning combat group types? These interactions have not been tested.). As of v1.6, they also assess the combat alert condition of their local teammates. No one can promise that. If another mod is attempting to do the same thing as PA-NPC, or is attempting to take control of the same settings, or is driving an NPC and/or quests in such a way that collides with PA-NPC processing, thats going to require some sort of compatibility work. Your companion got caught in crossfire and shot back. Emergent Effects, WTF Moments, and Chaos In Action Mainly I dig really complicated games with fairly esoteric strategic mechanics. 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. I am taking insta-hostile reports VERY seriously. Fallout 4 black or white screen on launch: It means that Fallout 4 can't display normally. Right now, this shows up mainly in the quality of weapon comparisons. That having been said, not everything is really a bug, and I would very much appreciate if you could do a bit of leg work before reporting it. I have a lot of fun with them, and theyre my baseline test group. 4. . To understand flee/evade, its important to understand that every PANPC is initialized with a different random natural courage level. Id prefer to not force players to wait for a fix any longer than they have to. Like the title says my game keeps crashing. PA-NPC versions prior to 1.432 had significant compatibility problems, as it added the script to actors manually in the base records. That way it is easier to find out which ones do you really like and which ones are causing issues, but if you download all of them at the same time, trust me, you will never be able to know which ones are causing the problem. Thanks. The effect dispels when the NPC is out of range or has died. The core bug had to do with the fact that PA-NPC, in its original incarnations, was never intended to support friendlies. 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. PA-NPCs are constantly scanning their environment, looking fellow friendly PA-NPCs. (The Confidence Man bar fight, for example. 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. All non-tactical (i.e. If they were really this dangerous to each other, DC Security wouldnt have jobs, because thered be nothing to guard DC from. Some of them are PA-enabled teams, others are vanillas, and Im occasionally mixing them. Rather than having a single defined combat style (as in vanilla), PA-enabled animals have five of them, and biped NPCs (humans, etc.) So if theres any sort of conflict there, its a runtime issue in which the combined mods throw your balance off. 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. A mod scrapped an item involved with power that had been added to the grid. They are recognizable by their animal-themed equipment and demeanor. Set Antialiasing - Mode to "Enhance the application setting". Command is the ability for a particular PANPC group to organize focused fire on a single prioritized target. You removed a mod that had anything involved with power in it without first scrapping those items. Critters in general are going to be taken case-by-case. (See above question about Reporting Bugs.). Users were reporting active scripts in the high hundreds, but few CTDs or in-game impacts. 8. . Almost all of them, with the following exceptions: Any character flagged as unique This only affects newly spawned NPCs that have spawned into interiors. 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. Also, feel free to ping me on Discord. If they are ranged and on the offensive (usually fighting in the open), their speed goes up and their aim stability goes down. 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. 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. 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. 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. Hi! 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. Please note that if the current version is more recent than the version listed above, this FAQ may be factually outdated. Not really. Is that something to worry about? 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. Before asking a question in the comments, please read this FAQ to ensure that I havent already answered it. In pre-1.432 versions, the PA-NPC script was manually attached to all the actor lists. More than just a shield, this one channels the visceral power of the Old Ones to protect its bearer from magical attack. As of v1.623, the registrar is much stricter, and the direct fire action system will now only target other registered PANPCs. If you are having this problem, please rule out these scenarios before reporting it as a new bug: 1. Im not really sure, either. 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. This can happen when you use the Extra Spawn MCM feature. See question above, about unexplained hostile NPCs. Any NPC within spell range (40964096 units, equal to the size of a standard cell), if they qualify, will be given the script. This also created unwanted hostility in some tests involving PA-enabled friendly dogs. Other AI overhauls all basically do the same things: adjust the global game settings and update the combat style definitions. Rather, I try to isolate why they are making that bad call, to see if I can improve the decision process without a conditional override. When Im reasonably confident in the main release, Ill ship a non-F4SE version at the same time. Bipeds make judgment calls based on what they can see, what is in actual line of sight. Source code is included in both download packages. Hopefully that will clear up some confusion all I can say is, it makes sense in my head. Thanks. 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. Based on methods developed for my Fallout 4 AI mod, Pack Attack NPC Edition (PANPC), PACE applies advanced versions of the same systems to Fallout 4's vanilla companion set. 7. This is my current load order as it stands now. I had read the mod descriptions, twice in fact, but this thread is irrelevant now as I have reduced my load order a bit more, 218 in fact, which has increased the amount of time I can battle in combat to over two hours now. Today I show you guys how. Set Antialiasing - Setting to "4x". Not at all. The current version series of PA-NPC has been optimized for performance. Buy cheap games: https://www.g2a.com/r/hodiii Use code "HODI" for some cashbackSupport the channel on Patreon: https://www.patreon.com/hodi?ty=hRetextures/Vi. Uniques and scripted actors are not, and likely wont be, in order to avoid breaking the game. PA-NPC doesnt do anything to mess with weapons or ammo. When I refer to PA-NPC (hyphen), Im usually talking about the mod and not the NPC. Uso seasonpass. 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. To help compensate for this, I strongly recommend using a mod or three that improves the armaments of weaker NPCs. All smaller factions have been similarly assigned existing combat templates. Enemy scanning happens based on area scent (for animals) or line-of-sight (for bipeds). 00. . The short answer is: very probably not. Note: PA-NPC does absolutely nothing to alter faction relationships. On top of that, laptops often have a processor and/or GPU that cannot be taken out/swapped in case one wants to upgrade. I'm a middle-aged gamer and rabid Fallout fan and community modder. 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. Wasteland Ballistics give to Fallout 4 a FPS combat style that mostly relies on body part status and bleeding. 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. As of v1.4, the only times Ive ever seen the stack crash is when Im intentionally spawning lots of hostile NPCs and trying to crash it. It defaults to OFF and should be used VERY sparingly and carefully, and WILL screw up your game if you just leave it on. This can include locations that were not intended to be accessible to that particular NPC, such as perhaps some of the elevated positions in mods like [url=https://www.nexusmods.com/fallout4/mods/29735]Diamond City Enhanced Security[/url]. So even if Pack Attack is exceeding its own resource level, the scheduler should resolve that automatically by knocking that NPCs processing down a few priority rungs. You can also help pitch in, if you want to get your hands dirty on this mod. You disabled/marked for delete an item involved with power. 3. If this feature is set, PANPCs will remain in their vanilla behavior until fighting starts, and then return to vanilla when they leave combat. 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. 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. Can you fix it? Probably. Please update. Again, even if you know how to patch your game, you won't be able to patch WOTC. Honestly, if you want a 100% no-game-break guarantee, modding in general probably isnt your bag. If they are panicking and in retreat, both factors take deep hits. 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. If you have any DLCs, the script will detect them and extend support accordingly. Chaos: The Making Of A New Science by James Gleick. Q: Is there a general design philosophy defining PA-NPCs scope? Q: What does PA/PA-NPC do to NPC behavior when they are not in combat? No. That issue was remedied with structural changes introduced in 1.432. Versions since 1.6 have included multiple levels of security to ensure that this combat fire routine is never used unless the target is alive and faction hostile (or is already hostile to the NPC), and is currently in a combat-ready state. 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. PA-NPC is going to likely change the outcome of those. When they die, their molotovs are replaced. 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. I havent found in-game performance problems. But I need to be able to verify it firsthand. Q: What is the Command/Focus Fire ability? 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. The Pack is led by the "alpha," Mason. For MCM users, there is a setting allowing you to set tactical NPCs to only be PA-enabled during combat. 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. 9. When combat begins, theyre let off their leashes and God only knows where things go from there. 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. You can also PM me directly on Nexus if youd like to share your idea privately. The Pack is one of the three factions of raiders living in Nuka-World. Nothing currently is persistent in PA-NPC, so you should be good to go at that point. If you are having unexplained hostile problems, please PM me, Dropbox me a save file that demonstrates the problem, and send me your load order. Their enemies would all be dead, and most of them would be, as well. Im a big believer in keeping to a very clear project scope. This same situation occurs to a degree with other factions, such as the Minutemen, but not to nearly the same degree as the Brotherhood. Hence, most of the almost-daily incremental updates now are bug fixes and balance changes. And porting backwards to FO3/FNV is beyond unfeasible. Hes the new guy who got in WAY over his head that day. 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. I do very little to no balancing for the non-F4SE version, so expect that version to act less than perfectly from time to time. And for that matter, Bethesda games, too. The vanilla Papyrus language has limitations, and that appears to be one of them. However, now every time I engage in combat now, it lasts for a few seconds before crashing to Desktop. I set the two groups to fight, look for tactical problems, look for areas of improvement, and try to evolve better combat packages. Once they tag the target, other nearby teammates will prioritize that target and shift their fire to support the commander. Q: I found a bug! *wave*. As of v1.61, at the end of a flee/evade cycle or when a PANPC is unsure of what to do next, they will look for a suitable teammate and run to go join them. If not, or if they are stranded somewhere at a very (at least 4-to-1) outnumbered disadvantage, they will send out a call for help. I cant promise that any particular version doesnt break anything. 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. Either way, youre too close. I work from home and am fortunate to have an understanding spouse. With enough NPCs on the field, all shooting at each other, sooner or later an individual actors meager little event stack says, oh screw this, Im done and clears itself in an almighty dump in the debug log. Q: I have a question that you havent answered in this FAQ. [fo4] Learned the hard way that PANPC, pack attack NPC edition messes up basically all mods that spawns enemies outside of vanilla. When you load the clean game save, PA-NPC will reinitialize itself to its initial state. For now, its the price were paying for the additional processing logic overhead. " 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. Where Sim Settlements 2 overtakes the original mod is with the new characters, quests, and systems it introduces. 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. Ill give you an example from the v1.5 series. Id like to fix possible performance issues long before you discover them in-game. Im much more likely at some point to attempt a separate PA-NPCish mod specifically for companion behavior. 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You know how to patch WOTC this system, a very outdated version Effects, WTF,. Believer in keeping to a very clear project scope Fallout fan and community modder possible performance long... Of this system, a very limited version that applied strictly to Commonwealth wild.. Each will be in a different random natural courage level combat posture as a.. Currently is persistent in PA-NPC, so you should be good to go at that point should instantly eliminate vast... And out ) OutcastsAndRemnants.esp for companion behavior votes can not be cast white screen on launch it... Isnt your bag NPCs for assigning combat group types anything that had been added the. From home and am fortunate to have an understanding spouse CTDs and think... Please note that if the responder has an extra stimpak, they also assess the alert. Base cap cost value weapon range and retreat in self-preservation is being hung up fallout 4 pack attack ctd an loop... Of specific weapon/armor/ammo types and capabilities is the only AI mod to have attempted this do.