Friendly NPCs shown on compass (updated)
An engine-level feature that causes both friendly and hostile NPCs to appear on the compass based on the player's perception stat, like in Fallout 3/New Vegas.
About this mod Machine translation
An engine-level feature that causes both friendly and hostile NPCs to appear on the compass based on the player's perception stat, like in Fallout 3/New Vegas.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE) (version 0.7.2 and above):
Updated on August 30th:
Version 1.03
Support game version 1.11.240
Updated on May 28th:
Version 1.02
Support game version 1.11.221
describe
Have you ever noticed that in Fallout 4, unlike earlier 3D Fallout games, only hostile enemies appear on the player's compass?
This mod brings back a feature from Fallout 3/New Vegas where all NPCs (friendly or hostile) were displayed on a compass. By default, the distance at which they appear is based on the player's perception stat. NPC markers on the compass will also scale and fade based on their proximity or proximity to the player.
Contains
No esp - This mod is a full f4se plugin, which means it doesn't take up a slot in your load order.
Fast and reliable - works directly with the engine.
Customization - Various customization options are available in the included .ini file.
Technical details
NPCs will not appear on the compass if any of the following conditions are true:
NPC is dead
NPC is disabled
NPC marked for deletion (removed from Papyrus)
NPCs have simple actor logos
NPC alpha set to 0
NPC is set as a ghost
Additionally, any NPCs with invisible actor value modifications (usually modified by Invisible Boy) will not be shown until they become hostile. This can be overridden by the ImprovedDetection function described later in this section.
As for detection calculations, the basic formula is very simple:
When the target is not hostile
of:
When the target is hostile
of:
So:
calculatedDistance = fMinActorCompassDetectionDistance * perceptionValue * fActorCompassDetectionActorValueMult
calculatedDistance = fMinActorCompassDetectionDistance * perceptionValue * fActorCompassDetectionActorValueMult * fActorCompassDetectionHostileMult
finalDistance = min(fMaxActorCompassDetectionDistance, max(fMinActorCompassDetectionDistance, calculatedDistance))
An NPC marker appears on the compass when the distance between the NPC and the player is less than finalDistance.
All of these variables can be adjusted in the included .ini file.
ImprovedDetection:
This functionality is controlled by the original, unused Variable09 Actor value.
If it is set to anything other than 0 on the player, then:
Overrides all calculations above
Set detection to maximum distance
Made Actors with the Invisibility Actor Value set appear on the compass even if they are not hostile
(This feature is similar to New Vegas' Enhanced Sensors perk.
Marker zoom/fade:
The mod also includes a feature that visually scales and fades marker icons based on their distance from the player.
Vanilla position markers use the same concept, and this mod applies a similar linear interpolation formula - the closest marker has a scale/fade of 100, the furthest marker has a scale/fade of 60.
These values can also be modified in the .ini file.
Technically, the term NPC refers to the Creation Engine's Actor form, but throughout this article, the more general term "NPC" will be used for readers unfamiliar with Bethesda Engine terminology.
This mod is part of the Fallout 4: New Vegas project, along with the Classic Back Weapon System and Bullet Counting Reloading System
Install
Install like any other mod, making sure both the mod .dll and .ini files are in your F4SE/plugins folder.
If you made changes in the .ini, be sure to back up the .ini file when updating so you can restore your custom options.
Of course, this mod requires f4se and the game to be launched from the f4se launcher (f4se_loader.exe).
Notice
Since the original game wasn't designed to display non-hostile actors on the compass, in some cases you might see NPC markers in a state they shouldn't be seeing at all. For example, vanilla Ambushes were set up so that the creatures there were non-hostile u …
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.