Starbound

Starbound

Supper's Combat Overhaul - But its only NPC Behaviors
50 Comments
Gorigo 18 May @ 11:30am 
try harder
kirb 18 May @ 11:02am 
How are you supposed to actually fight NPCs with this? The instant any melee enemy comes onscreen they will FLY across the screen like a jedi or something and just gravitate onto my position like i'm a black hole. No amount of repositioning or using fast techs to get away will give any distance, my only option seems to be facetanking and hoping i can outdamage them with my own melee weapon. Is there something I'm missing?
Gorigo 7 May @ 5:36am 
Author, pin this so people who use monster core + this will stop having mobs random dying
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386154385
Gorigo 26 Apr @ 1:32pm 
prob incompatible with monster core but yeah
Gorigo 26 Apr @ 1:31pm 
yeah, this mod is bugged, they keep dying randomly
Sparkyboi 25 Nov, 2024 @ 1:50pm 
enemies keep dying before i can even see them, i feel like this mod is what it's causing it, is it incompatible with Difficulty+?
Kemuja 1 Dec, 2023 @ 5:51pm 
I really want to use this, but my personal gripe is that NPCs don't close doors behind them.
glider521al (Aura of Worlds dev) 9 Mar, 2023 @ 8:23pm 
Wonderful work, Thank You.

I appreciate the improved combat with NPCs while maintaining compatibility with other mods.

Is there a version or patch somewhere that adds a short telegraph (or a fraction of a second delay timer) before NPCs perform a jump lunge attack? it would allow for reliable dodging at the close to medium range.
Deku Scrublord 8 Feb, 2023 @ 11:19pm 
Unfortunately I've noticed the issue with Lana and Tonauac still persists with this mod. Lana will not approach the artifact when the player arrives and won't unlock the door to the teleporter and Tonauac gets stuck in place a few tiles in front of the teleporter and starts repeating his dialog again, never actually using the teleporter himself. This always happens regardless of mod compatibility because I tested it in an isolated environment with no other mods installed.

I understand that this is a re-uploaded and gutted down version of Supper's Combat Overhaul so the uploader won't be able to fix this. I just want to leave this comment here to let people know that if they use this mod, these two story npcs WILL break during their respective missions regardless of what other mods you do or don't have installed.
KitsukiKit 29 Jan, 2023 @ 8:49pm 
will you be updating this?
RDKateran 4 Dec, 2022 @ 5:08pm 
I'd like to switch to this, but I can't get the original uninstalled properly so I can use this one.
Hyperdino 23 Nov, 2022 @ 1:01pm 
Is the thing with Lana fixed?
EMPORiUM 6 Aug, 2022 @ 1:41am 
Breaks Lana's AI in the end of the Apex artifact mission where she refuses to walk to the artifact and unlock the door to the outpost teleporter. No errors found in the log both server-side & client-side
♫ Tadpole ♫ 3 Jul, 2022 @ 8:04pm 
How does this affect compatibility with other mods, compared to the main SCO mod? For example, is this still incompatible with Monster Core?
Rylasasin  [author] 5 Mar, 2022 @ 8:58pm 
FFS DaE has something like this. But that only applies to the FFS DaE factions and encounters.
mec fluuri 14 Jan, 2022 @ 7:05pm 
Gotcha. Thanks.
Rylasasin  [author] 14 Jan, 2022 @ 12:11pm 
No.
mec fluuri 14 Jan, 2022 @ 5:22am 
If I remember correctly, SentientSupper's Combat Overhaul also made hostile nps fight against monsters and vice versa. Will this also be a feature in this mod?
🐍 CrimSnek 🐍 20 Nov, 2021 @ 3:08pm 
Works perfectly fine except for one thing, makes NPCs leave doors open when going through them rather than leaving them closed xP (I have tested with this on and off)
Lotei 26 Sep, 2021 @ 12:06am 
I've noticed my ranged NPC enemies and crew only fire one burst from their guns before running away for about 10 seconds (if they have no melee weapon), to then rinse and repeat.

There was a post from Supper on the original mod page saying they would try a fix for this back in March. I'd try the original to test if this is fixed, but I'm running FU.

Do you know if there's a way to fix this? Perhaps this is running off an older version of the original mod that can be patched?
The Alabastar Brothers 25 Sep, 2021 @ 7:55pm 
Does "NPC Behaviors" include those involving Monsters?
For the swarm 20 Sep, 2021 @ 9:45am 
magnificent
Raven Guertena 20 Sep, 2021 @ 9:37am 
wonder if there will be an addition for FU compatibility with the gear stuff from this mod.
or are there some problems with how gear is handled in the mod addon?
Os Rose Britt 13 Sep, 2021 @ 11:43am 
wonderful
Ickura 13 Sep, 2021 @ 11:36am 
@Os Rose Britt pretty sure thats an FU bug they fixed earlier
Os Rose Britt 12 Sep, 2021 @ 3:48pm 
dose this mod fix the when you swim in water you swim STUPIDLY fast
Hyperdino 12 Sep, 2021 @ 1:53pm 
Yeah it works now! Thank you!
tigerfestival1988 12 Sep, 2021 @ 10:02am 
Ok NVM, I see you updated it to work. NOICE, will test out later!
tigerfestival1988 12 Sep, 2021 @ 9:34am 
I use Project Redemption too. Seriously? That was the cause? Wow!
Rylasasin  [author] 12 Sep, 2021 @ 9:30am 
Okay, It seems that yes this was causing the issue. I had simply forgotten to include supper's fix for bounties from the original mod which enabled them to be interactive.

My bad. That SHOULD be fixed now.

Also, NPCs SHOULD turn insane again if they're hit with frackin's 'Insane' ability. Honestly I didn't even know that was an issue.
Hyperdino 12 Sep, 2021 @ 9:23am 
I do not use the police mod, however, I do use project Redemption, which I think adds a chance for peacekeepers to spawn? Idk
tigerfestival1988 12 Sep, 2021 @ 9:08am 
I don't use the Police mod though, I'm not sure if Hyperdino uses the police mod.
Rylasasin  [author] 12 Sep, 2021 @ 8:54am 
It's definitely something else causing the conflict, because I run this and RPG Growth on my regular profile (with a lot of other mods) and I don't have a problem.

There seems to be issues with the Police mod (not just with this, but with a lot of NPC related stuff), so that might be it.
tigerfestival1988 12 Sep, 2021 @ 8:46am 
@Hyperdino this happens to me too, When I removed RPG Growth I was then able to arrest with this mod installed, but the author said that he has both RPG Growth and this mod and he was able to arrest just fine. So I'm not quite sure what's going on, you got to pick either this or RPG growth sadly. I Chose RPG Growth personally.
Hyperdino 12 Sep, 2021 @ 8:35am 
Yo does this mod conflict with the bounty hunter update for anyone else? Like I can't arrest anyone with this mod installed.
Rylasasin  [author] 10 Sep, 2021 @ 6:02am 
Do you have a coordinator.stagehand patch? Without it, NPCs won't know what exactly to do with the weapon.
turner148 9 Sep, 2021 @ 10:49pm 
After checking, the pirates don't poof out when they try to use their attacks. I think this one may have fixed that issue thankfully.
Rylasasin  [author] 9 Sep, 2021 @ 10:24pm 
The pirates are actually monsters, not NPCs. That's why they behave so much differently to NPCs.

However, it WILL effect (most) of the cultists in EP 2.
turner148 9 Sep, 2021 @ 8:37pm 
would this function with Feast of Fire and Smoke? For some reason with the original mod, the pirates in that die instantly before they even get to initiate their attack.
Chucklesworth 9 Sep, 2021 @ 5:18am 
I see....
Rylasasin  [author] 9 Sep, 2021 @ 1:19am 
Not to mention that only effects monsters and not NPCs, while this only effects NPCs and doesn't touch monsters.
Rylasasin  [author] 9 Sep, 2021 @ 1:19am 
Shouldn't. That operates on a completely different system.
Chucklesworth 8 Sep, 2021 @ 8:14pm 
question...would this screw with the rpg ai?
Armok 8 Sep, 2021 @ 1:57pm 
hmm, still seems like that supper's npc changes have broken lana still
ATTA 7 Sep, 2021 @ 10:12pm 
OH MY
Patch & Fix Wishes' GOD
Armok 7 Sep, 2021 @ 4:53pm 
@Ickura I'm talking about the .behavior files, not the lua ones
Ickura 7 Sep, 2021 @ 4:01pm 
@Armok I don't think you can patch lua files
Armok 7 Sep, 2021 @ 12:15pm 
looking through the files though, I think it'd probably be a good idea to make them into patches as much as possible, would make this mod more compatible with others
Ickura 7 Sep, 2021 @ 11:53am 
Hey! I was begging to wonder when you would finally make this public. Nice work! :steamthumbsup:
Armok 7 Sep, 2021 @ 11:48am 
huh, I was actually thinking of doing this myself lol, but it's nice to see someone else has done this