What level were you playing at? What is your Sneak skill at? Are you staying far away and using a sniping rifle? Are you using my FULL Tweaks, or just the SmarterAI module? Even though my modules can be used separately, the FULL Tweaks results in the best balanced, since so many of the settings seem to cause changes in other areas.
I mostly created my own documentation, through trying different values and play testing the results.
The thing is that others have complained that my mod makes sneaking too difficult, and that when they shoot one NPC, that any nearby NPC instantly locks on to them. So how am I to know which way to adjust my settings, when I'm getting such totally conflicting feedback?
Hi Arwen,
First of all, let me clarify that I wasn't complaining about your mod. I have tried just about every sneak and ai related mod available over the past week or so and yours definitely has shown some of the best results, especially at closer contact distances, though in all cases I was able to pick off enemies without causing undue alarm to their comrades. This weakness in the ai is one of the things I find most disappointing in the game so I have been trying see exactly what the problem is and whether there is a way to deal with it.
In terms of the attack situation, I was at 10th level with sneak of 56 using only the SmarterAI module.
All shots except for the last few were taken with the hunting rifle at over 100'.
I took each of the initial shots stationary from the maximum distance available, from near pitch darkness (100'+ from any light source) and if possible from behind cover. All movement between firing positions was done at walking speed with no piplight.
There were 7 raiders in the main station area; 2 moving about on ground level. 3 roaming the tops of the train carriage, and 2 more moving around the upper level.
I shot the 3 carriage roamers first. I took the shot when each raider had moved as far as possible from the other visible enemies.
The 'hidden/caution/danger' messages were turned on so I could gauge the detection status. Upon each shot the status turned briefly to danger before switch almost immediately back to hidden.
After I popped the carriage and ground raiders with headshots, I then took out the one of the upper baddies with an assault rifle from about 50'. The second one, who was initially out of LOS, immediately sounded off and ran up to attack (and die).
In a previous close range attack, I shot another raider near a tunnel junction from the darkness, which alerted 2 more guys who were just around the bend but not visible when I iced their buddy.
It seems you are definitely on the right track as far as the light and sound elements go, even for enemies out of LOS. I suspect this is why some may have complained that they shot one enemy and others nearby came running. I don't understand why anyone would complain about that, as that is exactly the type of realistic behavior we should be aiming for.
You can't just look at one setting and assume that my change of one value is causing the problem. In this case, while I have lowered the Sneak Max Distance a bit, I'm also using a much higher value for the Sneak Sound Los Mult, and have increased the Sneak Light modifier, and increased the values for perception (and adjusted a whole slew of other settings). Making changes (especially in the combat AI and sneak) is a delicate balancing act between a very large number of game settings.
From what I have read, detection is influenced by 3 main external factors: Sound, light, and distance. I am quite sure the issue is not one of sound or light, because the close range kills which were made from the same sort of stationary and dark positions definitely put nearby enemies on alert.
After reviewing the sneak settings, it seems to me that the most likely issue is the change you made to the fSneakMaxDistance. All of the shots in question were made outside of the limits you set, so if I understand the mechanics correctly, it was impossible for the ai to successfully detect me.
I am starting to get a feel for how the detection algorithm works, and it seems to me that the MaxDistance should be bumped way up. If you have ever heard a highpowered rifle fired indoors, there is no way that you can miss it. Also, turning on a light in a dark room should be an almost instant detection at any possible game distance.
One potential issue is that increasing the MaxDistance significantly will tend to draw distant enemies from down the tunnels. Actually though, this strikes me as pretty realistic.
I am going to play with the numbers a bit and see how it works out.