Fast travel AI detection fix when loading

by LarannKiar·v1.1·Updated 2023-07-23

Turn off AI detection of hostile NPCs until the game fades in after loading fast travel or using a transition door.

About this mod Machine translation

Turn off AI detection of hostile NPCs until the game fades in after loading fast travel or using a transition door.

About this mod:

If you've ever been annoyed by fast traveling or using loading gates where the AI ​​detection of hostile NPCs is turned on seconds before the game actually fades in, causing them to immediately notice and start shooting at you without you even seeing them, then this mod might sound interesting.

It delays AI detection of hostile (and only hostile) NPCs until the game has fully faded out. So instead of "Turn on AI detection when the game starts to fade in", it's "Turn on AI detection as soon as the game fades in". Additionally, it renders the player and their companions (vanilla and mod-added) undetectable by them for a short period of time. To keep the mod lore friendly, I didn't set the timer too long, but it should give you enough time to react...start shooting first or run away as quickly as possible.

As for escaping, you may not be able to escape without generating an AI detection event (Alert state, ie [Warning]), especially in a large outside location without cover, but you may be able to get away from any enemies before they actually detect you (Target state, ie [Danger]). You shouldn't have any problem slipping out through the door you just entered though...

NOTE: This mod works with any type of "fast travel", Pip-Boy fast travel, loading doors, console command based position changes ("COC" and "MoveTo" commands), and Papyrus script triggered teleports. I don't know if there's already a mod with similar functionality, but if there is, please don't let me know in the comments. I know there are "fast travel to settlements only" mods, but I actually made this mod because even a settlement can't be a safe fast travel location because the vanilla random settlement attack could spawn 5-6 super mutants with machine guns without executing the player - settlement location distance check...

Ability to turn mods on/off:

If you wish, you can turn on/off a mod (.esl or .esp, it's optional) without actually deactivating its plugin. Console command:

[StopQuest FastTravelAIDetectionFix_Handler] ==> Close and close the mod (vanilla AI detection behavior will be reactivated) [StartQuest FastTravelAIDetectionFix_Handler] ==> Re-open the mod (on reset)

Optional Feature: Delayed AI Detection Save Game Load:

Alternatively, you can configure the mod to delay AI detection of enemy NPCs when loading a save game, also when fast traveling. By default, this feature is turned off. You can turn it on/off using the following console commands:

[Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 1] ==> Turn on the AI ​​detection delay for enemy NPCs when saving game loads [Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 0] ==> Turn off the AI ​​detection delay for enemy NPCs when saving game loads

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
快速旅行加载时 AI 检测修复
File size
21.2 KiB
SHA-256
a25361a303f067acd81049feb33565fc54f9b75a758a23d2eea9d002f312adad
Stored at
2026-10-10 10:49