Adaptive NPC targeting - F4SE (updated)
A complete revamp of Fallout 4’s aiming AI, improved weapon behavior, and immersive body part locking. Each weapon they use changes their aiming behavior and combat becomes more immersive.
About this mod Machine translation
A complete revamp of Fallout 4’s aiming AI, improved weapon behavior, and immersive body part locking. Each weapon they use changes their aiming behavior and combat becomes more immersive.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Mod Configuration Menu:
Runtime Database:
Updated on September 27th:
Version 1.4.1
Bug fixes
-> Fixed NPCs rarely throwing grenades and molotov cocktails in vanilla 1.10.163: body part targeting changed to straight throwing arcs, so most throws were canceled
Version 1.4.0
Overview
->NPC aiming now moves smoothly between head, torso and legs instead of directly snapping fingers
->NPCs will now choose a new body part after each burst and keep it throughout the burst
->Newly added aiming and stabilization: NPC accuracy decreases after selecting a new target, and will increase in a short period of time
->Distance and movement adjustments now fade in smoothly instead of switching at a fixed distance or speed
-> New MCM options: aim transition time, repositioning per burst, repositioning interval, distance fade distance, movement fade distance, aim stabilization
->Improve the performance of NPC aiming
->Detailed records no longer slow down combat
-> Removed headshot bonus option, but has no effect
Bug fixes
->Fixed lag when exiting the scope with a scoped weapon
- Fixed NPC burst > too precise or too broad
->Fixed spread settings apply far more strongly than settings
->Fixed possible crash in OG when NPC target is unmounted
->Fixed an invalid INI value and reset all settings afterwards
Updated on September 12th:
Version 1.3.0
Overview
-> Rebalanced pistols and semi-automatic rifles
->Increase NG compatibility
-> This mod now requires a runtime database
Updated on August 2nd:
Version 1.2.0
Overview
-> Many improvements and optimizations
-> MCM support
Updated on July 29th:
Version 1.1.0
Overview
-> Optimization
Standard version files (applicable to version 163) and AE version files (applicable to anniversary version) have been uploaded. Choose one of the two to install according to your own game version.
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Introduction
Have you ever noticed that NPCs often target your feet, even when you're standing right in front of them?
A predator with a pistol.
A gunman with a combat rifle.
There's even a sniper with a scope.
Instead of targeting what really matters, they often shoot random body parts, making combat feel unnatural and the weapon classes less distinct.
This mod changes that completely.
NPCs now use smarter body part targeting based on weapon, firing mode, scope, movement and distance.
Snipers will prioritize high-value shots over targeting your feet from hundreds of meters away. Semi-automatic rifles reward accuracy. Automatic weapons, on the other hand, continue to suppress you with continuous suppressive fire, targeting medium body mass. Pistols, shotguns, and energy weapons each have unique aiming methods.
Here’s a tip for you: Don’t underestimate enemies equipped with Gauss rifles. They will never underestimate you.
recommend
For the best experience, I highly recommend my other mod, DirectHit (link).
It fixes a bug in vanilla where players didn't always get the correct headshot damage bonus. This problem is especially noticeable among NPCs, as they are now able to shoot more accurately.
I'm also considering releasing this fix as a standalone mod, or integrating it into my other mod Energy Weapon Calculation Fix (link). This mod currently only contains energy calculation fixes.
Adaptive aim gives each weapon type unique aiming behavior. NPCs no longer use the same general logic to select body parts for each weapon.
semi-automatic weapons
NPC shots are more deliberate and more likely to b …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.