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Useful Idiots v0.1 Beta 10

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@bellyillish bellyillish released this 30 Dec 20:11
· 1 commit to main since this release

UI Design

  • Reworked layout and added transparency
  • Added icons for several buttons
  • Added companion portraits and swapped patch textures
  • UI colors based on player's faction (you can manually choose the UI color in MCM)
  • Added tooltips to icon-only buttons
  • Rearranged some things
  • Fixed textures for DX < 11

New UI Buttons

  • Reload: forces companion(s) to reload all weapons they're carrying (pressing again will cancel)
  • Weapon Type: forces companions to use their best weapon or a specific weapon type (pistol, shotgun, rifle, sniper)
  • Headlamp: forces companions to turn their headlamps on/off or to use the normal vanilla or mod-based logic (tested with mods 126 and 328)

New "Look at Point" keybind

  • Forces companions to look in the direction of the selected point
  • Idle companions will look in one direction after a few seconds instead of always staring at the player
  • Look behavior for following companions has been tweaked to accommodate this new keybind

General AI Improvements

  • Custom cover system that identifies 5 different cover heights
    • Seeks out cover that's suitable to shoot behind in combat
    • Seeks out cover that's suitable to hide behind when reloading or hurt
  • Augmented companion sight with raycasting to help see through otherwise transparent obstacles like anomalies
  • Custom grenade-dodging behavior that doesn't interrupt combat
  • Companions are more cautious when significantly hurt
  • Companions can use hearing to locate the enemy
  • Companions always see enemies within 2m
  • Compaions react to hits and change position
  • Companions automatically switch their lights on and off when the player does

New Reloading Behavior

  • Companions top off active weapon ammo after combat, when joining, or when loading a save (can be set to reload all weapons instead via MCM)
  • Companions top off active weapon ammo in "Assault" combat before searching for an enemy

New Weapon Selection Behavior

  • By default companions always use their best weapon (or weapon type selected in the UI) and never switch to other weapons during combat
  • "Best" weapon is determined by:
    1. Repair kit tier (weapons without repair kits like RPGs are considered best)
    2. For weapons that use the same repair kit, the one with the highest cost is considered best

New Combat Modes
The README has been updated with more detailed descriptions of these:

  • Assault: replaces "Offensive Combat"
  • Guard: replaces "Defensive Combat"
  • Support: stays within a set radius of the player's position
  • Snipe: fights from a fixed position and only moves to dodge grenades or avoid friendly fire
  • Companions alter their behavior when fighting mutants (e.g. move more)

MCM Changes

  • Option to show all companion's inventory items
  • Option to enable/disable switching headlamps on/off when the player does
  • Option to reload all weapons when idle instead of only active one
  • Option to automatically deselect companions after using "Move to Point" or "Look at Point"
  • Option to automatically switch to "Wait" and "Guard Combat" after using "Move to Point"
  • Option to show/hide the new "Reload" button
  • Option to show/hide UI tooltips
  • Option to manually select a UI color scheme
  • Keybind options for "Look at Point"
  • Keybind options for new combat modes
  • Keybind options to force reload all weapons
  • Keybind options to select a weapon type
  • Keybind options to control headlamps
  • Improved font size adjustments
  • Reorganized some options