Someone added Binoculars to the game I think in the past two months. Perhaps you and that person can get to gether and create artillery spotting binoculars?Aim like you would in a scope, left click, then smoke pops where you aimed just like your mod does, but with an immersive friendly pair of bincoulars?
that's a cool idea but it would be very problematic to make as the binocular doesn't shoot a projectile, the projectile should explode and give the smoke to make the artillery support script run.
Using range-finding sights (binoculars work) to give co-ordinates to your artillery team is a wonderful idea. Can the projectile and smoke be made invisible to simulate this? (I'm assuming trying to create a range-finder in-game would be harder than just using existing assets [the current mod here included] to simulate such a thing)
The alternative laser muzzle was almost the right idea; A laser sight that can be toggled to change color and "paint" the target to call in an arty strike would be awesome.
wtf your mod links sends me to advertise sites i cannot close....... @Nexus admins, is this a nexus feature? or is this guy shamelesly scamming us? Never had this problem before following a link the links are: imersive naratives and Minuteman United
So, I know this may sound odd, but is there any way we can get the Silent flag on the Rifle version? That way, when you launch the signal flare, the enemies don't get alerted to your presence? Maybe we can even get it where it uses the Suppressed sound. If I'm correct, it's a simple edit to do in Fallout4Edit under the main "Weapon" category. If you don't mind, I'm going to do a test, see if it works. If it does, I'll report back with the correct edit values.
hi, there's already a mod here on the nexus that does that, this mod is compatible with all of them. i didn't insert in it anything that is already there.
OK ... I can unequivocally say that this MOD absolutely and totally ROCKS!!!
1. The range is good 2. The accuracy is good 3. It is even compatible with Steve40's MOD ... However, you will not really need Steve40's MOD after you start using this.
The only downside ... and it is not much of a downside is that the flare pistol weighss 2lb. Even though I favor ultralight builds and having my PC run around naked all over the commonwealth ... 2lb is a great trade to get this kind of accuracy and range for your artillery.
I am still keeping Steve40's MOD in my game because there are times when it is desirable to still use the hand thrown flares, (from atop a Trinity Tower for example). Plus, Steve40's MOD has a very fast cool down option which I find very handy.
Again... This is a GREAT MOD. These artillery MODS are tons of fun ... I have killed myself many times with improper use of these MODS, (e.g. shooting at a railing and having the flare drop at your feet).
ok, how about changing the 2lb to 0.5 ?!, tis no problem if u like the idea, it shouldn't weight 2lb in my oppinion anyway. the 2lb weight is from vanilla.
Say ... I noticed that when I aimed the gun at an NPC ... the flare seemed to stick on the NPC. Is this intentional?
This 'tagging' an NPC is a very cool effect ... the downside is that when they get hit ... they tend to notice you better and some of them run at you ... thus killing yourself with your own artillery... Heh!
For now ... I just shoot at static objects ... or 'guess-timate' where the projectile will land.
I however do have a request. Can you change it so the flare gun and ammo are crafted at the Chem station instead of the cooking station? Most mods use the chem station, so it would be nice to have the consistency.
The only issue with this MOD is that you need to use the console to get more artillery flare missiles.
I found that hand-throwing the flares with the Angry Artillery does not work so well... I kept killing myself with this combo a lot! If you use Angry Artillery ... then you need a MOD like yours or Steve40's MOD
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(I'm assuming trying to create a range-finder in-game would be harder than just using existing assets [the current mod here included] to simulate such a thing)
Can craft, can craft ammo, but works as a normal rifle, seemingly. Ammo in the tooltip in menu says "art.sig.r"
@Nexus admins, is this a nexus feature? or is this guy shamelesly scamming us?
Never had this problem before following a link
the links are: imersive naratives and Minuteman United
1. The range is good
2. The accuracy is good
3. It is even compatible with Steve40's MOD ... However, you will not really need Steve40's MOD after you start using this.
The only downside ... and it is not much of a downside is that the flare pistol weighss 2lb. Even though I favor ultralight builds and having my PC run around naked all over the commonwealth ... 2lb is a great trade to get this kind of accuracy and range for your artillery.
This MOD plays extremely well with:
1. Artillery Fire and Range Expansion
2. Angry Artillery
3. Better Artillery Signal Flares, (Steve40's MOD)
I am still keeping Steve40's MOD in my game because there are times when it is desirable to still use the hand thrown flares, (from atop a Trinity Tower for example). Plus, Steve40's MOD has a very fast cool down option which I find very handy.
Again... This is a GREAT MOD. These artillery MODS are tons of fun ... I have killed myself many times with improper use of these MODS, (e.g. shooting at a railing and having the flare drop at your feet).
What you have done already is very good.
Say ... I noticed that when I aimed the gun at an NPC ... the flare seemed to stick on the NPC. Is this intentional?
This 'tagging' an NPC is a very cool effect ... the downside is that when they get hit ... they tend to notice you better and some of them run at you ... thus killing yourself with your own artillery... Heh!
For now ... I just shoot at static objects ... or 'guess-timate' where the projectile will land.
This MOD + Angry Artillery + Better Range + Faster Cooldown + WOTC == lots of mayhem and lots of fun playing FO4!!!
I however do have a request. Can you change it so the flare gun and ammo are crafted at the Chem station instead of the cooking station? Most mods use the chem station, so it would be nice to have the consistency.
ok, its done, check v. 1.1
Chaos ensued.
Gonna try out this one tomorrow.
Looks good!
The only issue with this MOD is that you need to use the console to get more artillery flare missiles.
I found that hand-throwing the flares with the Angry Artillery does not work so well... I kept killing myself with this combo a lot! If you use Angry Artillery ... then you need a MOD like yours or Steve40's MOD
I am now thinking that maybe I should give your MOD a try. I really need to have a better range with Angry Artillery.
Also; the "Better Artillery Signal Flares" sometimes goes out of range and nothing happens. Did your MOD address this issue?
Thanks!
I re-read your description a bit more carefully... and yes ... it looks like you have a better range.
I am assuming that since this shoots "ammo" that the signal flare will have no weight?
Plus ... it also looks like it is craftable. well... I would probably still use the console to give me a ton of ammo.
I really like having tons of ammo.
One can never have enough ammo ... both in FO4 and in real life.
Heh!
How much does the flare pistol weigh?
How much does the signal rifle weigh?
Thanks again!
Thanks