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Pack Attack NPC Edition - Gangs With Group Combat Tactics
原址:https://www.nexusmods.com/fallout4/mods/30140
版本:1.86
作者:Greslin
汉化者:内大爷(MCM完全汉化)
前置:F4SE(1.60后变为必需前置)
介绍:该模组会大幅度强化NPC群体的战斗AI。这些敌人群体将不会再鲁莽的冲向你,而是休息和掩护,撤退和侧翼袭击,逃跑和躲藏,甚至在某处等待机会。他们会更加善于伏击,而不会做出自杀冲锋的行为,在需要的时候,他们还会切换为徒手战斗模式。简单来说,PA-NPC模组会彻底大修和升级所有已支持NPC群体的战斗AI。
他们现在会基于周围发生的具体事件来决定自己的战术行动。
每个NPC都会从周围环境和附近友军处获取信息,并进行有限的学习。这会让每次战斗都有完全不同的体验,而你则需要实时根据情况作出不同的行动。
本模组与其他AI类模组的区别:
目前已有不少的AI类模组。但它们都只做了一件事:调整全局变量和修改战斗风格定义。
本模组没有修改全局变量,也没有调整现有的战斗风格,而是通过脚本控制整个战斗风格系统。PA-NPC所支持的动物有5种战斗风格,人形生物有9种,本模组会根据战斗环境和事件变化来实时调整这些数据。可以说,本模组是唯一一个做到这一点的mod。
此外,除了游戏原版的战斗风格设定,本模组还会让怪物考虑以下因素:
*高地优势:“我在高架公路或者屋顶上是否安全?”
*可视化武器比较:“我是否携带一把匕首来进行枪战?”
*动力装甲优势:“我是否装备着动力装甲?我的目标呢?”
*数量优势:“我是否对友军数量很满意?”
*群体侵略度:“我们是否能赢得这场战斗?”
*目标距离:“我的目标是否足够近,让我转变为徒手或者近战战斗?”
*自保:“逃跑是否是目前最明智的选择?”
以下是本模组的一些重要设定:(以后有时间慢慢补翻译)
COURAGE
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Each PA-NPC, when first enabled, is assigned a random value within a faction-specified range that represents their natural courage. This value will rise and fall as the NPC gains experience and faces combat events. In general, a higher courage NPC is more likely to be confident and aggressive, as well as more willing to make command decisions. A lower courage NPC will be a follower more than a leader, be more apt to run and evade than charge and fight, and will more prefer fighting at a distance to up-close-and-personal slugfests.
The rest of this mod is based around this Courage value, which remains as long as the NPC reference is alive. In a very simple but very real way, they "learn" and individualize as they gain experience.
SELF PRESERVATION
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Countering the NPC's Courage stat is their Self Preservation stat. While not nearly as important to their decisions as is Courage, the NPC's SP stat will generally lower when they make kills or participate in command or revenge actions. It will rise as they take damage and when they flee. Self Preservation generally works against Courage, as the NPC attempts to decide whether to boldly attack, retreat, flank, or run for the hills.
GANG EVALUATION
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As with "Pack Attack", the heart of this mod is the gang assessment system. Each active NPC is constantly searching within a dynamic radius (based on its Perception stat) for other friends and enemies. When it finds another friendly NPC, it evaluates that NPC's base health in comparison to its own, using that data to get a rough (and relative) collective estimate of the gang strength.
Here is how it works. Imagine we're talking about two raiders: Tiny Tim and Big Bubba.
Tiny Tim has a base health of 50HP. Big Bubba, on the other hand, is a much bigger guy: 150HP base health. Tim is going to look at Bubba and think, "Wow, that guy is three times my size and he's on OUR side. We can't lose!" and be more reckless as a result. Bubba, meanwhile, is more likely to look down at Tiny Tim and think, "I'm surrounded by guys a third of my size, and I'm going to have to do all the work here. This is not a great situation for me." He will be more likely to hang back and fight conservatively.
Each PA-NPC makes this assessment with each allied or friendly NPC in their scan radius, using the sum of those judgments as a base to assess the overall strength of the gang - from their own point of view. There is no "objective" pack strength. It's all relative, each NPC making imperfect decisions based on their own individual perspective.
Each NPC has a random bravery/anxiety factor that will make it a bit more anxious or bold than the others (to avoid duplicating behavior), and utilizes various other data points - wounded enemies (blood scent), its own health, and its most recent combat experience - to decide whether to attack, run away, be cautious, or go completely bloodthirsty insane. That base "courage" value goes up and down as the NPC gets hit, or makes kills. It is then used as the base for future evaluation calculations.
In general, as each NPC senses a weaker and more damaged pack, it will become more and more likely to retreat, evade, and hide. Likewise, if another NPC enters the fray, the other NPCs will react to the gang's suddenly improved fortunes and become more aggressive.
FIGHT/FLIGHT
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PA-NPC enemies operate in two basic modes: proactive and reactive. A proactive decision is a measured appraisal of the gang dynamics and tactical situation, followed by a random timeout period of up to 30 seconds before reconsidering their decision.
During the timeout period, the NPC is in reactive mode. Their decision making process is much simpler, more fight/flight. In this mode, the enemy NPC is much more likely to do something stupid, more likely to aggressively defend themselves, and more likely to run in panic. They will continue in this reactive decision mode until the timeout expires, at which point they'll make another proactive tactical decision.
Each proactive decision changes the NPC's aggression and confidence stats, as well as their combat style. There are melee and ranged, offensive and defensive fighting styles.
COMMAND (FOCUSED FIRE)
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Certain factions - Gunners, Minutemen, Brotherhood, and Synths - now have what I call the Command ability. When a member of one of these factions gains a kill or two and raises their courage, the script will sometimes assign them a Command token that they can then spend on a high profile target (such as an enemy in power armor, or someone exposed on high ground). When they spend that token, the target is marked as a Command target, and nearby teammates will prioritize their fire focus on that target. The NPC that makes the kill gets a substantial courage bonus.
REVENGE AND SHOCK
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When an PA-NPC is killed in combat, their final act is to mark their killer for revenge for a short time. Any nearby teammates who witness the revenge mark while it lasts will react to the killing in one of two ways: by suffering a sharp blow to their courage, or with righteous fury and a lust for revenge. The NPC that makes the revenge kill gets a courage bonus.
If the PA-NPC is a Raider, they may also make a special move, injecting Psycho and going mad briefly in a blood rage at their enemies.
Synths and Super Mutants do not experience revenge or shock.
FRIENDS AND ENEMIES
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PA-NPC enemies will only count faction-friendly NPCs as part of their gang. This means in certain situations, it's entirely possible to have multiple NPC gangs slugging it out using PA-NPC tactic sets.
额外怪物刷新(v1.5+,仅MCM)
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本功能默认禁用。启用后,会在PA-NPC支持的生物第一次被加载到游戏内存时自动刷新出额外敌人。新敌人会根据原怪物的等级列表动态刷新,每个敌人都拥有自己独特的装备和设置。
在MCM菜单中,你可以调整刷新NPC的几率,可以刷新的最大数量,和刷新怪物的难度比例。
当前支持的NPC群体(v1.64)
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目前仍然不受支持的怪物有:
机器人(合成人已支持)
少部分动物(妖怪,辐射蝎,死亡爪等已支持)
特殊角色(为了防止破坏任务)
同伴
所有其他在游戏内存在的生物(原版,DLC和其他mod)都应该拥有合适的PA-NPC人格。这个动态分配系统基于派系,如果无法分辨派系,则会以种族作为基准。比如未定义的人类/市民会被分配到居民战斗模板。
兼容性:
本模组没有修改任何原版数据,完全通过脚本实现动态AI。目前未发现有其他不兼容mod。本mod已经包含了Pack Attack - Mongrel Dogs With Social Awareness的所有功能,不需要重复安装。
更新说明:
2018.5.9更新1.69
2018.5.17更新1.691
2018.9.8大更1.7
2018.9.15更新1.71
2018.9.22更新1.72
2019.6.27更新1.77
2019.6.30更新1.772
2019.7.5更新1.781
2019.7.6更新1.782
2019.7.10更新1.784
2019.7.20大更1.79
2019.8.1更新1.80
2019.8.7更新1.81
2019.8.8更新1.811
2019.8.9更新1.813
2019.8.16更新1.821
2019.8.21更新1.831
2019.9.2更新1.84
2019.9.7更新1.852019.9.16更新1.86
注意:从之前任何版本更新到1.82+都必须做干净存档,具体方法参考原作者说明:https://www.nexusmods.com/fallout4/articles/1904
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