


Description
I've moved companion AI stuff from Aggressive Enemy AI (AEAI) over to this mod. This version includes Adoring Fan and all of the ship hires, making them all aggressive and giving them reasonably useful combat AI data.
(Formerly Vasco Combat AI) - Vasco's default AI is highly defensive and unaggressive, meaning that he generally won't start shooting until he's been shot, and even then he won't press the advantage. This patch evens him out a bit and makes him aggressive, making him act less like a meek mining droid and more like a repurposed military bot.
Until CK drops, these patches are prototypes and may have unintended effects. In this case, there may be design reasons why Beth wanted these guys initially unaggro. So don't be surprised if you see weird things and please let me know if you do, as this is all valuable experimental info for PAST. - Greslin
Support
Support for Companion AI Updated (CAIU) can be found on the GreslinGames Discord server; the server invite can be found here.
There is an MO2 metafile available for download for this resource.
Updates
(Mod renamed to Companion AI Updated. )
I've moved companion AI stuff from Aggressive Enemy AI (AEAI) over to this mod. This version includes Adoring Fan and all of the ship hires, making them all aggressive and giving them reasonably useful combat AI data.
(As Vasco AI Updated)
Okay, I think I'm getting close to the max I can do with Vasco's AI without real scripting tools or the ability to get into the packages - in other words, without CK. I could be wrong but I think we're more or less there.
I made a serious error in 0.3, accidentally putting a value into the Shout equipment field rather than Ranged. That's fixed. I also have done some testing and analysis on the Model A bots in general, and have tweaked Vasco's stances accordingly. He's now using a combination of Ranged and Unarmed, heavily weighted towards Ranged, so he'll mostly fire from a distance and then resort to punching close up.
His evade/avoid numbers are increased, and he may now occasionally seek cover. I've also rebalanced his offense/defense decisions so that he's a bit more likely to take the fight to the enemy.
Finally, I took another look at his accuracy. I changed his overall accuracy to 0.75 but gave his laser a minor accuracy bonus, which seems to be producing the hit balance I wanted to see.
(As Vasco AI Updated)
In earlier versions, I simply replaced Vasco's combat style record with a copy of Kaiser's. The problem is that a large portion of the Starfield CS record is still unknown data, so that may have had unintended effects. To mitigate this factor, I took Vasco's original CS record and tweaked known data values to Kaiser's settings, otherwise leaving him with his stock data.
The other thing I did this time around was upgrade Vasco's weapons. He uses a mounted Equinox rifle, but a really really really shitty one that has under half the range and about a third of the punch of even the most basic handheld version. I split the difference, significantly upgrading the range and damage while still keeping it reasonably below the basic handheld.
It seems to test fine and he doesn't seem to have trouble recovering from bleedout on his own.
(As Vasco AI Updated)
Vasco's general ranged accuracy bumped from 0.5 to 0.85.
