Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, or Starfield. Doing so will help everyone on all platforms.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Automatron DLC
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By Lone_Wolf on Feb 20, 2020 4:08 pm
Last Edited By BlackPete on Feb 21, 2020 6:39 am
Closed By Sclerocephalus on Mar 4, 2020 2:37 pm
Resolution: Not A Bug
Comment: see my comment

Issue #28843: Automatron DLC Rust Devil encounters occur at a higher rate than Vanilla even after completion

 
I think around higher that 40%of the random encounters and settlement attacks are from the Rust Devils even after I completed the DLC. It would see like it should be much rarer than that. Upon researching this issue I found the following MOD which the author discuss the mathematics behind how this issue is being triggered. I have not started any of the other DLC yet.

Decreased Automatron Bullshit Encounters and Minor Rust Devil Tweaks
https://www.nexusmods.com/fallout4/mods/28891?tab=description

"Random Encounter Issue: Completely scrapped the Alpha "fix" because it was a whole new bug (lol no random encounters for you DLC!). I made the adjustments so that MOST random encounters now individually occur with the same probability as individual vanilla random encounters. The mathematics is simple: For a given Random Encounter type, count how many are Automatron (A) and how many are Vanilla (V). What was done in the DLC was to give a 50-50 chance of an encounter being from Automatron. This means that a Random Encounter of a given type is from Automatron with probability 1/(2A); from Vanilla with probability 1/(2V). Now V>A, but a lot. This means that BEST CASE SCENARIO an arbitrary Urban Scene Trigger was 2.25 times more likely to be from Automatron! Worst case is 26 times! Thus, for each encounter type I solved for p such that (1/V)*(1-p)=p/A. This p, the probability that an event should be selected from the Automatron list, was .5 by default (yuck!). The largest it was for this method was .3077 for Urban Assault encounters and the smallest was .037 for Non Urban Camp encounters! "

I believe there maybe other mods that attempt to address this issue as well.

Comments

2 comment(s) [Closed]
Lone_Wolf said:
 
There is a second mod as well that attempts to address the issue.

Automatron RE and LS rate
https://www.nexusmods.com/fallout4/mods/23787

Sclerocephalus said:
 
The way this was implemented leaves little doubt that it was intentional. It's just bad game design and everybody on the team will agree on that, but it's just that and not a bug.
Thus, this is an issue that is best addressed by mods. Though, simple mathematics won't solve the problem, because of two reasons:

(1) Quite a number of base game REs won't repeat once having been witnessed by the player. Most of these are scene and travel type encounters, e.g. Arth vs. Arth, the named feral ghoul emcounter, Hadrian's body, the dead postman (this will stop repeating when it has consumed all letters; on average, it will occur 4-5 times), the Stash encounters (there are three of them in a loose sequence and each one occurs only once), the tier 4 vendor encounters (they stop repeating once the respective vendor has been recruited) and others. Thus, the base game encounters dry up over time but the Automatron ones don't. Therefore, chance values calculated on the basis of RE quest numbers are still favoring Automatron REs, the more the further the game is progressing.

(2) There are exclusion keywords on many triggers that limit the number of encounters that may be chosen [NB: the keywords do not exist on the trigger refs in the base game but are added at run time, once a trigger loads for the first time on a running game. Thus, to find out which restrictions apply to a specific trigger, you have to check the respective property on RETriggerScript. Don't ask me what Beth had in mind to do it that way; it's a pain in the ass to fix specific trigger keywords on a running game]. Thus, individual triggers have individual chances to spawn Automatron REs and this further complicates matters.

Showing Comments 1 - 2 of 2