NPC Tin man Fear System - NTFS
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An upgrade from Fear All Tinmen 32 (or FAT32).
Link: http://www.fallout3nexus.com/downloads/file.php?id=14348
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Author banter
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Feel free to share ideas and suggestions. Also, if you like what this mod does, please
endorse it. What I really need though is feedback on how the mod behaves in your
PC and whether you like its calibration or not. Your opinion can make this mod even better!
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Introduction:
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Picture the following scenario:
You are wearing power armor, you are the badass of the wasteland and some lowly half
naked raider thinks he can take you on with a 10 mm? I mean, ok, they're stupid but
this is suicide.
And now these:
- Raiders, Talons, all hostile humans fleeing on sight unless they seriously outnumber you.
- Enclave officers fleeing if all their troops are dead.
- Raiders fleeing once their Fallen Brother ally is killed.
- Fleeing enemies meet allies, bolster their numbers and return to kill you.
- Talons have cornered you and you are almost dead. Only a couple of them remain
now. Kill them? Nah. Just take a stimpak and they'll go searching Mothership Zeta.
In a hurry.
and many more. If you wanted having Power Armor to be a more rewarding achievement
this is it. This is the power of NTFS (and you thought it was the format thingy).
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Description:
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If you are wearing Power Armor, all "INTELLIGENT" (not creatures) hostile NPCs around you
that are NOT wearing Power Armor will flee from you because of the aknowledgement of their
upcoming dismemberment, based on certain conditions. I am proud to present the first
implementation of the Pack Mentality feature:
Pack mentality: NPCs will engage you in combat even if you are wearing PA, based on
a number of factors:
1. How many of them remain still alive.
2. How wounded you are.
3. How badly damaged your PA is.
4. They have a PA ally in their ranks. If he falls, and the other conditions are met,
expect them to scatter like rats.
This mod is best experienced with a spawn increasing mod such as MMM since unless your
enemies are at least 4 (including some randomness) they will flee in terror.
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Requirements:
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This mod requires FOSE!
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Installation:
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- First install
Just extract and enable the .esp. You should place the .esp late if not last in your load
order, before the merged patch of course. Certainly after MMM.
It only changes flee behaviour based on certain conditions so it won't overide anything
important or notable to your gameplay.
- Upgrade from previous installation
You must make a clean uninstall and re-install to your game. This means:
1. Go to an empty (from NPCs) cell
2. Save your game
3. Uncheck this mod
4. Rest till respawn
5. Save your game
6. Enable new .esp
To uninstall, follow steps 1-5. Nothing should really happen, but just to be safe.
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Compatibility:
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This mod introduces a scripted flee behavior, so it should be compatible with pretty
much anything. I use it with FWE + MMM with no problems. Arwen's Realism Tweaks shouldn't
be incompatible either, as long as my mod supercedes the aforementioned in the load order.
I don't really think this would fit in with Arwen's hardcoe difficulty though, unless you
want an easier game at high levels
If you are using a mod that decides when an NPC should flee, chances are that as far
as Power Armor is concerned, my mod will override the flee behavior if you load it
after the mod in question.
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Bugs/Issues:
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No bugs are known at the moment. Please keep in mind some things however:
1. This mod is still in beta. More features are planned to be added in the future, but
for that I need feedback on how this mod is working in your game.
2. This mod uses the Fallout Flee AI. If you notice fleeing NPCs coming towards you,
or cowering and waiting for you to shoot them you are simply experiencing first hand
the crappy Fallout 3 AI. Shouldn't happen too often unless another enemy scares them
your way.
3. There is certain randomness in what you will experience. In general, if you are in
good health, with good armor condition and none of your enemies is wearing PA, if there
are less than 4 enemies left they should flee.
4. This mod is pretty dependant on CPU. If you notice that NPCs are fleeing even though
there are many of them, chances are your CPU doesn't have the time to process the script.
If you experience this, post a comment mentioning how many hostile actors where present.
If you want to fix this yourself, you can go to my 1ntfsQuestScript and increase the
update interval until your PC can keep up.
5. Super Mutants are NOT actors, they are creatures. Even if they were, their hatred for
Power Armored people is well known.
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Future/Planned:
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There are several features planned for this mod. Unless major bugs come up, you can
expect a new feature with every update. These include:
- Pack mentality improvements for even more advanced AI.
- Expansion of this behavior to EVERY NPC WEARING PA.
- BoS and Outcasts shooting you on sight if you are wearing Enclave armor. This can be
worked around by the player if he/she:
1. Is not wearing Enclave helmet and has high enough karma for them to know the player
on sight.
2. Has such high karma that they can recognize who the player is through simple voice
communication, thus you will not need to take of the helmet at high levels.
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History:
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1.0b - 28/08/10:
Initial Release
1.1b - 06/09/10:
Implemented Pack Mentality Feature
Fixed actors becoming non-hostile
Fixed actors not fleeing when they should
Fixed some smaller bugs
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Credits:
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- Thanks to Bethesda for creating Fallout 3.
- Kudos to the FOSE team. This mod would have been impossible without their work!
- Many thanks to schlangster. This mod is based on his ref-walk script.
- Also, kudos to Saiden Storm for his excellent advice!
- Kudos to Ashven for the FAT32 name. It was a moment of pure genius.
- Many thanks to all the wonderful people in the Bethesda Forums. This mod wouldn't
have been possible without their experience and advice!
- And, as usual, thanks to the hamster I never had. Missing you already.
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License/Legal:
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- This file is provided as is and the author holds no responsiblity for anything that
may come to happen from using this file. Use at your own risk. If it breaks your game,
nukes your computer or causes an outbreak of pestilence, I am not to blame.
- Everyone who charges whatsoever for this mod will burn for eternity to the nine depths
of Hell. Also, Dante might pay him a visit.
- Do not publish altered or tweaked versions of my mod. This was a lot of hours' work
for me to allow it being molested.
- Please do not bug me debating whether or not this mod is necessary and/or immersive.
This is my take on the Wasteland. If you do not agree, do not download this mod.
- I have a PhD to pursue and thus, not a great deal of free time. If I do not repond
to your questions, do not take offense.
- All the above is not applicable to you if and only if you are a Giant Space Hamster.
You will rule the universe anyway so why not be on your good side?