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Showing results for tags 'recoil'.

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  1. Hello I have used all recoil mods available for Fallout 3 yet none of them work... I was wondering if anyone would be able to create a newer one such as the recoil mods on Fallout New Vegas or maybe even a backport if possible?
  2. Guns are fine, only a handful of laser weapons both vanilla weapons with iron sight mods and new guns added by Project Nevada mod which include iron sights. Obviously only happens with true iron sights on. The issue in question is the gun lifts up and to the left, so that I can't actually see what I'm shooting at unless I wait like 1.5 seconds between shots. I'll post pics if I can but imagine how it looks when you're chambering a new round in a bolt action like the hunting rifle - between shots, you're not actually looking through the sights, and its off to the side. The animation is very odd and is definitely bugged somehow. Now obviously it's some sort of issue with the iron sight mods right? You would think but no, as the same exact issue persists no matter which ones I turn off/on. Project Nevada and "Laser Weapon Iron Sights" are the only ones which add irons, yet if I turn one off and have the other on, the same exact issue. I've also tested turning off every single mod which does anything to the camera, animations, gun meshes and textures in any way at all. I've also tried reinstalling the true iron sight mods (but not PN or any others). No dice. The other weird part is it never used to do it with laser rifle iron sights but now suddenly it does. I never noticed as I put a scope on mine for a while and recently decided I prefer irons. A workaround I've done is to just simply install recoil animation mods that are compatible with my iron sight mods, completely circumventing the issue for the vanilla laser weapons. But the PN ones like the Wattz variants and the unique stealth laser pistol, stuck with the issue. Luckily I only really am interested in using the stealth pistol but mainly use vanilla laser rifle. I'll post my load order but it probably isn't a conflict between my various iron sight mods at all. There must be something else going on in the background causing this. When searching this issue, I did find one thread about how this exact thing was an issue with a conflict with EVE and WMX, but as you can see, I don't have either of those mods. The only thing I can think of is that I did install WMX at one point, but shortly after uninstalled it without even running the game as I was concerned it was a sloppy, bloated mod with lots of conflicts and required too many other mods to work correctly. So maybe it didn't uninstall correctly and left me with that issue? That would explain why it never used to do it with laser rifles and now it does. But I use m02 for my mod manager and I'm pretty sure I know how to remove mods correctly, and also I probably would have noticed if it had added a bunch of other features. Link to pics: https://steamcommunity.com/sharedfiles/filedetails/?id=2782456078 https://steamcommunity.com/sharedfiles/filedetails/?id=2782456092 Load order: #Mod_Name "DLC: TribalPack" "DLC: OldWorldBlues" "DLC: MercenaryPack" "DLC: LonesomeRoad" "DLC: HonestHearts" "DLC: GunRunnersArsenal" "DLC: DeadMoney" "DLC: ClassicPack" "DLC: CaravanPack" "Yukichigai Unofficial Patch - YUP" "JIP LN NVSE Plugin" "JohnnyGuitar NVSE" "Project Nevada" "Project Nevada - DLC Support" "The Mod Configuration Menu" "UIO - User Interface Organizer" "NVAC - New Vegas Anti Crash" "kNVSE Animation Plugin" "A World Of Pain" "Brighter Larger Radius Pip-Boy Light" "More Perks" "Semi-transparent Door Glass" "NMCs_Texture_Pack_For_New_Vegas p1" "NMCs_Texture_Pack_For_New_Vegas p2" "NMCs_Texture_Pack_For_New_Vegas p3" "The Great Mojave Interior Overhaul" "New Vegas - Enhanced Camera" "Laser Weapon Iron Sights" "Plasma Weapon Iron Sights" "Smooth True Iron Sights Camera" ***(the 4 below were the fix/workaround) "FNV Clean Animation Sets - Laser Rifle" "FNV Clean Animation Sets Laser rifle iron sight patch" "FNV Clean Animation Sets - Laser Pistol" "FNV Clean Animation Sets - Laser Pistol iron sight patch" "JIP Companions Command and Control" "AllCompanionsEssential 2_0" "Better Saves" "va veronica hair down" "Nevada Skies - Weather Effects"
  3. Wasn't power armor supposed to grant you inhuman strength? Yet any wee bit of recoil instantly makes you lose your target... I'd love to see a mod that cuts recoil while inside any PA frame by some 50-75%, if not eliminate it completely. I really don't know what some authors are thinking, making guns that kick like a horse, when your character can supposedly hold a minigun perfectly steady even outside PA.. Dunno if it's possible to do this tho, haven't found anything on the Nexus so far, just a couple mods that eliminate recoil on lasers (which... DUH). Won't do a thing for an SMG that can't hit anything past point-blank because the recoil kicks it around so much that by 2nd bullet the spread is worse than sawn off shotgun's
  4. The recoil animation for several pistols in NV (Hunting Revolver/Sequoia, .44 Magnum/Mysterious Magnum) are over the top ridiculous. The fallout 3 recoil animation for the scoped .44s and Paulson's revolver was perfect. A mod that made the .44 in FNV have the same animation (including unique variants) would be amazing!
  5. Is it possible to make a mod that will greatly reduce weapon recoil while wearing power armor? Logically the frame should be able to absorb most of the weapon's recoil, or even all of it for lighter weapons. Power armor should be like firing a weapon from a tripod. Maybe make a recoil compensator mod for the arms to balance it.
  6. Hi, I'm new to modding so please bear with me. I've been working on a mod that edits the missile launcher in game and I'm trying to make a direct hit with a rocket ignore all armor. However, I cannot find the correct attribute for armor penetration in FO4edit (I've been using trial and error thus far). I'm also trying to reduce the recoil for the missile launcher but have had similar problems. Does anyone know what I need to edit to achieve these goals. Any help is greatly appreciated, thank you. Bonus points if you can give me a cool name for an explosives focused mod.
  7. I love the TK recoil mod for my archers and such. However I'm starting a new mage character and equipping it with a lot of mods, and I'm wondering if there's a mod similar to TK Recoil but for spells? I was just using the basic shock spell and the effects are awesome, it's loud and intimidating, only it doesn't FEEL loud and intimidating. The screen doesn't shake or anything. Anyone know any such mods?
  8. There was a mod of this kind for the vanilla game... But, it made all reloading / recoiling "Fast" by default, and it has since died (re. Iceborne). I would much like these two, specific attributes to start at a "Normal" -- thereby, allowing for more of the bowguns to be viable (with respect to their ammo sheets etc.), and without removing all related customisation. After all, and logically, only the "Wyvern", "Cluster" and "special" ammunition types should have varying reloading sequences (slower) and recoiling effects (higher), when compared to the standard bullets. All that the sometimes ridiculously slow reloading and over-exaggerated recoiling across the board was implemented for, were as ill-thought-out, artificial "balancing" tools -- because seemingly Capcom could not be bothered fine-tuning more logical aspects of these gun weapons (deviation, clip size, crafting requirements) to achieve the same ends. (thanks)
  9. Aim stability and reload speed can be modified through actor values. General weapon spread can be tweaked through entry points in perks. But does anyone know if it's possible to affect a weapon's recoil, sighted transition time, or other values from outside of object mods? Such as, say, from a perk, a spell, potion, or from something else?
  10. About the recoil in Fallout 4 THE ARC ROTATE The arc rotate determines the initial direction of the recoil of the weapon. Is estableciced in the Aim Model ("Arc rotate") and can be modified in a OMOD ("AimModelRecoilArcRotateDeg"). The direction is determined in grades: 0 = up 90 = right etc THE ARC The recoil movement don't happens exaclty in the direction of the Arc Rotate. The Arc determine how much can the recoil differ from the Arc rotate. In establecied in the Aim Model ("Arc") and can be modified in a OMOD ("AimModelRecoilArcDeg"). The width of the recoil arc is determined in grades. RECOIL PER SHOT Determines the amount of recoil. The aim point will travel that distance after every shot. There are a mininum value and a maximun value. RECOIL SHOTS FOR RUNAWAY Determines (in automatic firing) how many shots have the minimun recoil. After this number of shots, the weapon will have the maximun recoil value. SUMMARY Well, then: The recoil is a displacement of the aim point, along the distance determined by the Recoil per shot value (minimum or maximun), in a random direction inside a arc. The width of the arc is determined in Arc, and the center of the arc is determined in Arc rotate. OK, BUT I've been doing tests. All the above seems to be correct. But it seems that, once all the calculations have been made, the game limits the recoil movement to the left and right. Left Limit: Recoil never moves the aim point further to the left of the initial aim point. Right limit: There is a limit distance (approximately 5 cm on my screen). Recoil never moves the aim point further to the right of this limit. CAN YOU HELP? I have no problem with the right limit (is far enough). But the left limit breaks my balls. I want to make weapon mods and I don't understand why the recoil can not move to left. Do you know anything that I don't know? Do you think my deductions are wrong? Dou you know "where" to find the limits? (I searched in game settings and INI files, but found nothing). Excuse my poor english (I'm not native english). Have a nice day!
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