Starfield: Aggressive Enemy AI, v0.08
Hope everyone celebrating Thanksgiving last week had a nice holiday.
As I mentioned earlier, Bethesda rolled out a Starfield update last week and in the process made the already-terrible combat AI worse by crippling stealth detection. Before the update, I had backed up all the various AI-related settings, in order to run a comparison against the new data. Then I reverted the values in AEAI 0.08.
The catch here is that making the enemies unaggressive really is the original sin of this game. Once you do that, you're forced to do a number of other things just to make the game playable: extend detection ranges massively, do weird things to detection, etc. And now Bethesda appears to be in a position where they're having to do more weird things to compensate for the last round of weird things. It's frustrating to watch it happen - Bethesda is better than this.
Some of the changes made by Bethesda in this last update appear to be engine level, or at least they're happening on a level that I haven't yet identified. So along with reverting the stealth changes, I also adjusted a few things to try and compensate for those.
Since the last AEAI update, I've also reorganized companion AI. Vasco AI Updated is now called Companion AI Updated, and I've moved all of the companion stuff from AEAI over to that one. The CAIU mod also now includes combat AI data for all of the ship hire companions.
IMPORTANT NOTE: Until Creation Kit is released, these should be considered experimental. There's a lot we still don't know yet about this game, and they may have unintended effects. But this is true for any mods released for Starfield right now.
As always, this prototype patch can be found on the GreslinGames Discord, in the #aggressive-enemy-ai channel.
