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- #Fallout 4 far harbor location in real life mod#
- #Fallout 4 far harbor location in real life update#
- #Fallout 4 far harbor location in real life mods#
A special sub-menu controlling story faction alignment override is placed in the story faction section of main mod menu. So, ultimately, it was decided to bring this setting into the menu for customization. Some other people complained that friendly attitude of some story factions (synths for example) does not suit them for several reasons, so problem became two sided, some people wanted to fix all hostilities, while others wanted main story factions to be hostile. Unfortunately, changing follower factions will screw a lot of story quests and adding non-hostility tag vs wasteland workshop creatures will create permanent dependency on that worthless DLC, so those still can’t be changed, and care must be taking while bringing those into settlements. In turn settlers and turrets return fire and whole settlement become hostile. Once fix was applied to GenericNPC faction some issues resolved, but many attacks still happen, since factions can attack player followers they don't like (those use custom factions) or creatures from the cages from wasteland workshop (faction unknown in vanilla, so neutral => Very Agressive story faction NPC AI => hostile). Reason for that is that NPCs encountered in settlements do not use same faction, and use spread gamma instead. Although effective towards player and minutemen, fix however had not worked well against settlements.
#Fallout 4 far harbor location in real life update#
Since changing AI of all game NPCs was not considered possible, in attempt to fix hostility issues, update script was implemented, that forced main story factions to be friendly to player and the minutemen if one made no hostility towards story faction, or if player is member of that story faction. New population brought by this mod showcased that problem and demonstrated hostility issues from main story factions towards player owned settlements. By default any two factions are considered neutral, but that is often overridden by NPC AI, since NPCs with Very Aggressive AI still attack any neutrals on sight. Problem is complex in nature and arise mainly because original Bethesda faction records only set up relations between small number of chosen factions, since it was not anticipated that most factions can even meet each other due to virtually non existence in the game. More spawns are going to be hand placed in many FH locations, those will be updated on later releases.Ģ) Due to numerous reports about issues in faction behavior, more serious effort was taken to find some solutions to those problems.
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Current customization options include usual choices of spawnpoint frequency for NPCs and wild life with corresponding group size customization and respawn timer control. Children of Atom received new loadouts including some heavy weapons and marine armor suits, they should be now a considerable threat in central parts of the island. Some parts of island are heavily infested with mutants and raiders, where also some spawns for synth, rairoad and rare occasions of BOS spawns, some trace amount of robots is also scattered around. The Island is considered as harsh area with a lots of dangerous animals and heavily armed Atom cultists. Placed general population in the area with maximum area density close to the values for the Glowing Sea.
#Fallout 4 far harbor location in real life mods#
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