The large cone of fire is meant to simulate weapon skill, and it shrinks as your skill increases. It's meant to simulate your character's inability to hold the weapon steady.... So why not just max out your skills? I'm not knocking your mod, I'm just sort of curious to know a little bit more about your philosophy behind the mod. I know that when I shoot, it's hard to hold steady, and recoil does affect the trajectory of the projectile. I can only imagine that a fully automatic weapon would be very difficult to control. However, I totally agree with you about energy weapons, why would a laser pistol even have any recoil at all?? In fact, If you made a version that only affected energy weapons, I would probably be very interested in it. That would also make energy weaspons a lot more useful in the game, if they were more accurate... which they should be. I will be keeping an eye on this mod...
I have never noticed any sort of change in the spread when increasing the corresponding weapon skill, nor have I ever heard of or seen anything about that anywhere else aside from this comment. It would be incredibly desirable if that did occur though. I can tap fire an assault rifle and it'll still shoot off at a 30 degree angle while my small guns skill is 100. I get that old, antiquated weapons aren't exactly going to have peak performance but it's not like people didn't redevelop the knowledge of rifling and other aspects of gunsmithing after 200 years. The gun runners are all about that right? Personally it's incredibly annoying to spend an additional 5-10min going to every merchant for 556 ammo every other dungeon b/c half my shots miss or I have to carry another 30 pounds of alternate weapons that use different ammo so I don't run out. (Yes I'm aware this is from 13yrs ago.)
Gun spread is the max of both the spread due to player abilities and the gun itself, improving the skill reduces the spread but would never make it to zero.
If the base mod still is listing the DLC as masters then I need to fix that; I thought I'd successfully edited the header to make it depend on Fallout3.esm only.
UPDATE:
I've corrected the header in the Weapon Accuracy Mod.esp file; it was indeed relying on stuff it didn't need to; I had attempted to delete the extraneous ESPs from its dependency list, but I guess I screwed up. Should work now.
Hey you did a great job, but there's one issue: None of the unique weapons in the game have this effect. It's getting on my nerves because I'm currently playing a big guns character and my Unique minigun Eugene is worse than a normal minigun, but does more damage. This is true for the Xuanlong AR, the Blackhawk, the Reservist's rifle, and the list goes on. I would really appreciate it if you did one for the Unique weapons as well. Other than that this mod is fantastic, it feels very natural when using RH_Ironsights and the Recoil mod.
This mod would be useful if the game was simulating any weapons recoil or there were no autoAim. Actually it could be useful for ironsight mods however. But without it seems like more cheating to the game, unfortunately.
"Fallout 3 has an inaccuracy at least twenty times that of its real life counterpart" - if you ever shot the gun you should know, that it is not truth. The recoil is even bigger with the most handled pistols even. When I shot for the first time (and then long after) my pistol spread was even more than the game makes. For simulating purposes (spread instead of recoil) the gun spread works fine, I believe. The only inconsequence is probably spread depended on the weapon condition which should be less meaning.
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I'm not knocking your mod, I'm just sort of curious to know a little bit more about your philosophy behind the mod. I know that when I shoot, it's hard to hold steady, and recoil does affect the trajectory of the projectile. I can only imagine that a fully automatic weapon would be very difficult to control.
However, I totally agree with you about energy weapons, why would a laser pistol even have any recoil at all?? In fact, If you made a version that only affected energy weapons, I would probably be very interested in it. That would also make energy weaspons a lot more useful in the game, if they were more accurate... which they should be. I will be keeping an eye on this mod...
- Old Lady palmer -
All activated does nothing in my game sadly.
I would really wish to make this work somehow.
UPDATE:
I've corrected the header in the Weapon Accuracy Mod.esp file; it was indeed relying on stuff it didn't need to; I had attempted to delete the extraneous ESPs from its dependency list, but I guess I screwed up. Should work now.
Enjoy.
"Fallout 3 has an inaccuracy at least twenty times that of its real life counterpart"
- if you ever shot the gun you should know, that it is not truth. The recoil is even bigger with the most handled pistols even. When I shot for the first time (and then long after) my pistol spread was even more than the game makes. For simulating purposes (spread instead of recoil) the gun spread works fine, I believe. The only inconsequence is probably spread depended on the weapon condition which should be less meaning.
i actually want to aim
I've corrected the header dependencies for the FOOK version and re-upped.