Fallout New Vegas
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DrarenThiralas

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xax34hah

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  1. xax34hah
    xax34hah
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    Sticky
    If you experience any issues with the mod, please report them in this thread.

    If you want to share your config files with others, please link them in the replies to this post along with a brief description; I will try to include these into the optional files section of the mod (you will of course be credited).
  2. JonyTequila
    JonyTequila
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    ok, can you teach me again how to configurate in a way that removes the laser recoil and lowers the plasma? is it the option custom in MCM? because i remember that they were an option config file? 
  3. evoid12121
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    Doesn't show up on MCM menu. Could i get some help
    1. xax34hah
      xax34hah
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      I'd love to help you, but this isn't a lot of information to go on. Here are a few things that might help:

      * Restarting the game
      * Checking that you installed Immersive Recoil and its requirements correctly (including MCM)
      * If all else fails, using the .ini file to change the settings instead
    2. HighTechV
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      Where is the ini located? 
    3. xax34hah
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      *NV folder*\Data\config\ImmersiveRecoil
  4. maxoverload91
    maxoverload91
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    does this mod edit the minSpread stat? asking to see if it might compatible (or not) with B42 FireMode https://www.nexusmods.com/newvegas/mods/82576
    1. xax34hah
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      It doesn't edit any weapon stats, so it should be compatible
    2. maxoverload91
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      Thanks!
  5. nasyirvyx
    nasyirvyx
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    does laser weapon have it too?
    1. xax34hah
      xax34hah
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      That is configurable
  6. B11AReaper
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    Heya! Awesome mod, and a must have for any play through. There is an issue with the new version I noticed when upgrading (tried on a new save) which causes the Energy Weapons Recoil option to not be present - upon downgrading to 2.3.2, the option is there as usual, on both existing and new saves.

    Can post load order if suggested, however it's essentially only Viva New Vegas with WAP and various animation mods, with Immersive Recoil loaded after them in MO2. 
    1. xax34hah
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      That's because the Energy Weapons Recoil checkbox was replaced with the Energy Weapons Recoil slider in v2.4, grouped under Recoil Multipliers. You can set it to either 1 or 0 to replicate the old checkbox behavior, but you can now also, for example, set it to 0.5 to make energy weapons have only half the normal recoil.
  7. Neobushido221
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    Could you tell me if the crosshair you are using in the demo video is a separate mod and if so which one? thx
    1. xax34hah
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    2. Neobushido221
      Neobushido221
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      Thank you very much
  8. vhcanton
    vhcanton
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    Any chance for a in-depth description of how each of the configurable variables affect the final recoil formula? The descriptions in the MCM menu are rather vague, especially when it comes to knowing how player skill affects recoil at skill level 0 and at skill level 100. Thanks in advance!
    1. TheRegvlator
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      Same. Wanted to increase a little how much Skill helps to control recoil, but couldn't figure exactly how.
  9. tethersever7
    tethersever7
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    what's the difference between recoil return intensity and speed?
    1. xax34hah
      xax34hah
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      Here are some examples:

      Intensity 0.5, Speed 1: the camera only goes down half the distance it went up during recoil

      Intensity 1, Speed 0.5: the camera goes down the same distance it went up, but it takes twice as long for it to do so

      Hope this helps
  10. WaldoSan
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    I can't tweak settings in MCM for some reason. It pops up on there but i cant change any settings. I can click on them and move the sliders around, but nothing changes and the tick boxes don't work. Anyone got any ideas on how to fix this? New Vegas' lack of recoil was always a big issue to me.
    1. xax34hah
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      Do you have this problem with all MCM mods, or just this one?
    2. WaldoSan
      WaldoSan
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      I'm using an FPS counter with MCM and it is working as intended, and i can change settings on that just fine.
    3. xax34hah
      xax34hah
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      Not sure what could be causing this, but you can try to work around the issue by changing the settings in the .ini file instead
  11. SupaSTO
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    Hello xax,

    I had a quick question regarding this mod: What player/weapon parameters are taken into account when calculating recoil? I am porting a weapon from Project Nevada into a standalone ESP but it kicks extremely hard when shooting and I would like to know what to tweak in order to fix this.

    Thank you very much and wish u a great day!
    1. xax34hah
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      For weapons, the main factors are damage (more DAM = more recoil), weight (more weight = less recoil), and type (2 hand handle < 2 hand rifle < 1 hand pistol). For the player character, it's Strength and the relevant weapon skill (Guns or Energy Weapons). There is also a feature where not meeting the weapon's requirements will massively increase the recoil.
    2. SupaSTO
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      Thank you for the answer, this is extremely helpful and interesting to see how it works. I just have a further question, does the recoil calc regarding weapon damage work the same for guns and energy weapons? I've heard people mention how energy weapons are not supposed to have recoil or whatever so I was wondering if that was handled at all in this mod. 

      Thank you regardless as this will tremendously help me in my mod balancing, I wish you a great day :)
    3. xax34hah
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      The energy weapon thing is handled by the energy weapon setting in the MCM, which lets you lower the recoil for energy weapons, or disable it completely. It is set to 1 by default, meaning that with the default settings the only difference between ballistic and energy weapons is the skill used to calculate recoil.

      You can also use custom data to do things like disable recoil for laser weapons only, but that is a bit more involved of a process.