Real.AI (updated)
Real.AI has recalibrated hundreds of engine-level subroutines to make Fallout 4's NPCs behave more organically by removing many of the limitations left behind by the console port. Experience the full potential of Fallout 4’s AI.
About this mod Machine translation
Real.AI has recalibrated hundreds of engine-level subroutines to make Fallout 4's NPCs behave more organically by removing many of the limitations left behind by the console port. Experience the full potential of Fallout 4’s AI.
*"An excellent mod." - PC Gamer*
*"Another masterpiece from Rick Sanchez. - Kotaku*
*"OP ED: Suspected Terrorists Release AI Mod to Your Kids." - Fox News*
*"Of all the recalibrated Fallout 4 AI subroutines I've seen, this one takes the cake." - Pablo Picasso*
*"Simple and clear" - Genghis Khan*
*"A riveting erotic adventure from the depths of a disturbed mind. 10/10" - The New Yorker*
*"How did you get my phone number?" - Keanu Reeves*
(I also wrote two for fun)
*"A miracle comparable to The Last of Us 2" - Machine Core*
*"It was born from my mother"——Ding Zhen*
*"I don't allow you to say that Preston was the reason I fell" - electric baton*
Welcome to Real.AI. The product of several unreleased/discontinued projects and several years of research on Bethesda's AI systems, going all the way back to my days of learning how to modify Morrowind.
Not many people make AI mods for Bethesda games, which is understandable. It involves a lot of blind trial and error, using an elaborate set of variables and formulas in a largely undocumented GMST index. I've been trying to figure out ways to improve and tweak NPC behavior for a few years, and bit by bit, I've managed to make some real progress in understanding the complex mathematics used by many of Bethesda's NPCs. Today, I feel confident enough in my work to truly unleash the products of that labor. ,
Update 1.2 beta July 19: Changed some values based on user feedback. Especially related to perception and weapon accuracy. However, because it is a beta version, there are still many potential problems, so it is uploaded together with 1.1 for personal choice.
Features:
So what does this mod actually do?
The complex and strange answer is that it does thousands of things. But on a less pedantic level, I'll try to sum it up with a few noteworthy things:
- It removes the "eyepatch" of NPCs. Bethesda gives NPCs a series of invisible barriers that block their senses, meaning they essentially exist in a kind of bubble. This mod removes that bubble, allowing NPCs to interact with the world around them and truly participate in their environment. As a result, snipers actually snipe. Flanking NPCs will actually attack you from the side. Buildings, firing positions, and environmental features will be a reality for many of Fallout 4's denizens, and they will behave more like creatures.
- Replace hard limits with soft limits. To avoid the "psychic NPC" problem, many NPCs are given weaker senses. So even if the bubbles disappear, they are still not without humane limits. Their perception is now gradient-based, depending on distance, line of sight, light level, and many other factors. They can be fooled, distracted, outsmarted, led astray, and ambushed... but beware, they may sometimes do the same to you.
- It adds an element of unpredictability. NPCs can make choices more freely. They can hover around large objects, hide, ambush and try to deceive the player. If they have limited information, they will shoot blindly and attack targets based on assumptions.
- Stealth and detection are more organic. You can now hide in combat and enemies will search for you and shoot blindly if they don't actively see you.
- Combat is less annoying because NPCs will stop charging at you the moment they don't immediately see you.
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FAQ:Q:
This mod makes cockroaches notice my gunshots and attack me from all sides!
A: It's not my fault. Bethesda decided to program Radroach as a hungry predator with no concept of self-preservation. Tell Todd Howard to watch the Discovery Channel once in a while.
Q: Does this mod work with X?
A: Check the compatibility notes, I don't like to make assumptions about other mods because I don't have enough time to test them properly. This isn' …
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.