Fallout 4

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

Spoiler:  
Show




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.

Spoiler:  
Show


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. 






Article information

Added on

Edited on

Written by

Nutulator

35 comments

  1. LordChiruChiru
    LordChiruChiru
    • premium
    • 5 kudos
    I honestly don't know whats going wrong now. I did this once before and had to do a new install and now its refusing to cooperate. Any help would be greatly appreciated.

    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
    1. portfan132
      portfan132
      • premium
      • 0 kudos
      usually that means you've typed something wrong somewhere.
  2. portfan132
    portfan132
    • premium
    • 0 kudos
    If anyone is having trouble editing the script through the CK, use PexInspector. It can edit .psc scripts. https://www.nexusmods.com/fallout4/mods/7360/?tab=description
  3. BigbyJWolf
    BigbyJWolf
    • member
    • 0 kudos
    Heyo fellas. Not sure if anyone checks up here anymore but I've got no experience using CK, I've followed all instructions but when I go to save I get 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:\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.
  4. ContentChop
    ContentChop
    • member
    • 2 kudos
    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\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?
    1. ContentChop
      ContentChop
      • member
      • 2 kudos
      Figured it out..... it was "PlayGamebryoAnimation" without "s"
  5. shadow2712
    shadow2712
    • member
    • 0 kudos
    So I did what I was supposed to, Well to the best of my ability with my first time in CK and ended up getting this error

    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
    1. shadow2712
      shadow2712
      • member
      • 0 kudos

      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
    2. ContentChop
      ContentChop
      • member
      • 2 kudos
      what do you mean ending parenthesis?
  6. Deacon052
    Deacon052
    • member
    • 6 kudos
    Hi Nutulator!
    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!
  7. aaa21445
    aaa21445
    • member
    • 0 kudos
    I'm pretty clueless as to what I'm supposed to do. I've never used CK before or any other similar software and i just want angry artillery scripts to work along with the mod. I dont even know if im even actually loading in the plugin correctly and the online wiki isn't helping one bit.

    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
    1. Nutulator
      Nutulator
      • premium
      • 513 kudos
      Ignore the "errors." They always show up. You have to mark the artillery ESP as active, there's a button for that on the screen where you tick the ESPs off.
  8. beyondfubar
    beyondfubar
    • member
    • 9 kudos
    I want to say that Angry arty has that disabled due to the TOT firing of the arty.. playing with this won't have a effect on that will it?
    1. Herdo
      Herdo
      • supporter
      • 0 kudos
      Yea I was wondering this as well. The mod author of Angry Artillery specifically says animations had to be disabled in order to get the firing times correct.
  9. TalkingDeadGuy
    TalkingDeadGuy
    • member
    • 0 kudos
    I can't find the "Workshop Artillery" file, I know its in there but it isn't coming up in the filter, just some files regarding artillery projectiles.
    1. TalkingDeadGuy
      TalkingDeadGuy
      • member
      • 0 kudos
      Ok, found the file but now the edit won't compile because of an MSCVP110.dll error.

      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
  10. Enyap
    Enyap
    • premium
    • 1 kudos
    My lines in the script don't mach with the ones in a guide. Line 12 for me is "bool noFire = false" and not PropertyGroup and total number of lines shows as 270 not 180.
    1. Nutulator
      Nutulator
      • premium
      • 513 kudos
      That's the default, vanilla artillery script, not the Angry Artillery one.
    2. Enyap
      Enyap
      • premium
      • 1 kudos
      Thanks for your answer

      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?