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Fnv still in the dark
Fnv still in the dark













fnv still in the dark

PACE basically hijacks the vanilla behavior set for movements, combat targeting, and other related companion actions. Like PANPC, PACE works by associating a Papyrus script with your vanilla companion, implementing a scripted AI architecture on top of the base game AI. For more of his excellent gameplay (PACE + PANPC + Horizon) vids, check out his YouTube channel here. but what you really want to see is Cait and Dogmeat tearing raiders a new one, right? PACE has been in development and testing for months now, and should be stable and save-friendly in most build configurations. I know we're all reluctant to throw a new mod at an established save.

fnv still in the dark

Please refer to that first before posting questions here.

fnv still in the dark

I have posted an FAQ on the GreslinGames forums, in the PACE section. Custom support is technically possible but presents issues that I'm not eager to deal with yet. Likewise, I currently have no plans to support custom companions, such as Heather Casdin. PACE does NOT support temporary followers, and likely never will, for a number of technical reasons.ĭogmeat has his own AI script and plays by his own rules, which generally involve ripping your enemies' throats out (quite literally). While PACE does not implement multiple companion functionality, it should work fine with mods that do, such as Amazing Follower Tweaks and Everyone's Best Friend. PACE only applies AI to companions when they are in a hired state. Hopefully this feature will reduce or eliminate the grenade spamming that everyone knows and loves.Īs of v1.01, PACE supports the entire base game companion set, including Dogmeat, Codsworth, Curie, and Ada. Grenade use is dynamically managed, preventing the AI from throwing grenades except in specific tactical situations that may call for it. In addition to dynamic AI, PACE also incorporates the auto-heal functionality of my Companion Heal Thyself mod, enabling companions to not only stimpak themselves in combat but also to recover themselves from bleedout. The PACE combat AI is more aggressive, more direct, and capable of a much more versatile attack response than vanilla companions, and was designed specifically to be competitive against enemies using the improved PANPC AI system. PACE (Pack Attack Companion Edition) uses many of the same systems developed for PANPC, only redesigned and rearranged to be effective on the other side of the combat equation. I tried several times, got closer, got further away, gave up, came back, gave up again, and finally began work for real in February 2021 and made some progress. From almost the moment I first released an early experimental version of Pack Attack NPC Edition (PANPC) in early 2018, people have been asking me when I would extend the same AI logic to companions.















Fnv still in the dark