If you're a fan of intense artillery barrages then you most likely use Angry Artillery. Thing is if you do have that mod the firing animation won't work because the Angry Artillery script does not have the animation trigger of the howitzer. Here, I'll show you how to change that. Big thanks to ElPolloAzul for helping with the scripting changes.
You're going to need the Creation Kit to compile it. You might be able to use some other program to compile it but I'm not sure if it would work.
Go to your Fallout 4 folder then Data > Scripts > move the ArtilleryReferenceScript.PSC to Source and then User. Make sure it's PSC, not PEX.
We'll edit the script in the CK because you can see which line you're on easily.
1. Open the CK and load the 155mm Howitzer M1 ESP.
2. In the object window search up WorkshopArtillery or just type in 0018863a, that's it's form ID, go into it, on the bottom left you'll see Scripts, right click on ArtilleryReferenceScript and click Edit Source.
3. Now edit it and change the following 9 lines. On the bottom right hand corner you'll see for example, Line 42/180. The first number is... well, the line you're on. You can easily find lines by just clicking on them and it'll show you.
1. go to line 12 and change PropertyGroup to Group
2. go to line 22 and change EndPropertyGroup to EndGroup
3. go to line 24 and change PropertyGroup to Group
4. go to line 29 and change EndPropertyGroup to EndGroup
5. go below that and on a new line add String Property AnimName Auto Const
6. go below that and on a new line copy in:
CustomEvent artilleryreferencescript_FinishedFiring
7. go below that to Variables and change the number 20 in Float AngleSnap to 20.0
8. in the same area change the number 50 in Float ArtillerySpreadRadius to 50.0
9. then go down to around line 127 and you'll see a line called Self.PlaceAtNode("ProjectileNode", MinArtilleryMuzzleFlash as Form, 1, False, False, True, False)
below that on a new line type in:
Self.PlayGamebryoAnimation(AnimName, abStartOver = True)
It's fine if you press enter and move WorkshopArtilleryWeapon.Fire(objSelf, None) down a line.
4. Now go to the top left and save and that should be it.
5. You can also double check if one of the properties is correct while you're at it, go into the Properties of the same script and see if AnimName, under ungrouped properties has the Value of Fire. If it does just close the CK--you've already saved the script, that's all you needed to do. If the value is empty then type in Fire and save the ESP.
Spoiler:
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Spoiler:
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35 comments
Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "ArtilleryReferenceScript"...
No output generated for ArtilleryReferenceScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on ArtilleryReferenceScript
Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "ArtilleryReferenceScript"...
C:\Users\Taylor\AppData\Local\Temp\PapyrusTemp\ArtilleryReferenceScript.psc(31,24): Auto flag not allowed
C:\Users\Taylor\AppData\Local\Temp\PapyrusTemp\ArtilleryReferenceScript.psc(31,7): const variables must be given an initial value
No output generated for ArtilleryReferenceScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on ArtilleryReferenceScript
Anyone know what I'm missing or have done wrong here?
Almost forgot, This is what I've done per instructions.
;-- Properties --------------------------------------
Group ExplosionProperties
Weapon Property WorkshopArtilleryWeapon Auto
Activator Property WorkshopArtilleryFakeProjectile Auto
Form Property XmarkerHeading Auto
Sound Property FXProjectileArtilleryMinutemen Auto
Explosion Property WorkshopArtilleryForce Auto
Explosion Property MinArtilleryMuzzleFlash Auto
Activator Property WorkshopArtilleryStrikeProjectileShooterClose Auto
Activator Property WorkshopArtilleryStrikeProjectileShooterFar Auto
Sound Property WPNArtilleryMinutemenFire Auto
EndGroup
Group AnimationProperties collapsedonref
Idle Property ArtilleryFire Auto
Idle Property ArtilleryStop Auto
Idle Property ArtilleryTurnClockwise Auto
Idle Property ArtilleryTurnCounterClockwise Auto
EndGroup
String PropertyAnimName Auto Const
CustomEvent artilleryreferencescript_FinishedFiring
Now the errors refer to Line 31, which is specifically where I placed String PropertyAnimName Auto Const. but beyond that, I dunno what is causing the errors.
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "ArtilleryReferenceScript"...
C:\Users\Aaron Angeles\AppData\Local\Temp\PapyrusTemp\ArtilleryReferenceScript.psc(130,7): PlayGamebryoAnimations is not a function or does not exist
No output generated for ArtilleryReferenceScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
How to fix this?
Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "ArtilleryReferenceScript"...
C:\XXXX\PapyrusTemp\ArtilleryReferenceScript.psc(131,68): missing RPAREN at '\\r\\n'
No output generated for ArtilleryReferenceScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on ArtilleryReferenceScript
Not sure what to do
Group ExplosionProperties
Weapon Property WorkshopArtilleryWeapon Auto
Activator Property WorkshopArtilleryFakeProjectile Auto
Form Property XmarkerHeading Auto
Sound Property FXProjectileArtilleryMinutemen Auto
Explosion Property WorkshopArtilleryForce Auto
Explosion Property MinArtilleryMuzzleFlash Auto
Activator Property WorkshopArtilleryStrikeProjectileShooterClose Auto
Activator Property WorkshopArtilleryStrikeProjectileShooterFar Auto
Sound Property WPNArtilleryMinutemenFire Auto
EndGroup
Group AnimationProperties collapsedonref
Idle Property ArtilleryFire Auto
Idle Property ArtilleryStop Auto
Idle Property ArtilleryTurnClockwise Auto
Idle Property ArtilleryTurnCounterClockwise Auto
EndGroup
String Property AnimName Auto Const
CustomEvent artilleryreferencescript_FinishedFiring
[/Spoiler]
Not sure if I did the properties wrong. Alright so my dumbass figured it out, I forgot my ending parentheses
Haven't had a chance to try out the Howitzer in detail but i spotted it on YouTube a while ago and added it to my "must have mods" list almost instantly, I'm EXTREMELY new to PC and i am very confused at the moving ArtilleryReferenceScript.PSC to source and user i have sat here trying to figure it out but i can't for the life of me figure it out and also my ArtilleryReferenceScript is a PEX file and i have no idea what to do to change it to a PSC file, any help would be greatly appreciated angry artillery is a perfect match for the Howitzer I'd love for my General to rain fire down onto the Wastes with such destruction i saw in your preview videos!
Long story short, im clicking the "file" tab and clicking data. Then i tick off the boxes for Fallout4.esp and 155mm Howitzer.esp but after what i assume is loading an error pops up saying "FORMS:Form '' (0100266D) of type NAVI in file '155mm Howitzer M1.esp' was not freed." along with exactly 1084 other errors. What the hell is going on? I know i might not even get a response within 4 months but its worth trying
Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "ArtilleryReferenceScript"...
No output generated for ArtilleryReferenceScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on ArtilleryReferenceScript
You might want to put the "move the ArtilleryReferenceScript.PSC to Source and then User" part as a first step in your guide. Just to avoid impatient quacks like me who skip the introduction and go for the first step clearly numbered as a first step. So they kinda assume that the action labeled as No.1 is the first thing one has to do.
BTW is there a place in that script where we can change arty range?