Fallout 4

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  1. MegaWaffle
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    Neat, gonna be fun to test. Was looking for something like this before I do my first Nuka World play-through. I'll come back with feedback and maybe some constructive criticism if any comes to mind.
  2. JDolan
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    Any chance of removing the item sorting stuff? There was no mention fo it being included anywhere in your description and I don't much care for that sort of thing; nor the fact that you seem to have played around with naming conventions for weapons as well.
    1. Sollus91
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      I forgot to mention to mention I run VIS so naturally I wanted everything working well together. I don't plan on making version without VIS at this time. I know for a fact that I mentioned the INNRs, and that's a core part of my mod, it's not going anywhere ever. The reason for this is that this is supposed be as realistic as I can make it, so the "Assault Rifle" gets renamed to Machine Gun, and a full-auto Combat Rifle is now what it actually is - an Assault Rifle. Also, full-auto pistols are Machine Pistols because an auto pistol is just a self-loading pistol as opposed to a Revolver. The list goes on.

      If you want to change stuff for your personal use then go ahead, but *I* don't much care for other people commenting on my mod page with an attitude. If you want to request a change, do it tactfully or not at all.
  3. NexusFiles
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    Have you given any thoughts to modifying the damage / health attributes of NPCs?
     
    Couple shots of .357 to the head and they won't go down is annoying, unless you can suggest another mod that would be compatible with this one and will do the job?
    1. Sollus91
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      I don't know too much about NPC records so I don't want to mess with that. My mod only touches weapon related records like weapon mods and projectiles (and the weapons themselves of course.) I can see about increasing the damage of .357 in a balanced sort of way.
    2. Sollus91
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      So I just uploaded an update to increase Pipe weapon base damage a bit. It's not much, but considering how low it was to begin with it's not bad. Also, all Full-Auto receivers have decreased and reworked damage penalties, so if you run your Pipe with that it will give you an additional "boost." Let me know how it is!
    3. Bottletopman
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      If you don't want NPCs and the player getting ridiculous amounts of health, you can get this mod which removes health level scaling.

      It tweaks some game settings that can be tweaked yourself to prevent health from being multiplied by the player/NPC's level. In the vanilla game, NPCs are capped out to level 50, while the player's health multiplier is uncapped meaning that at level 100 you can be more or less a walking tank in the nude. This mod changes all that so at level 3000 you're still a puny little weak human, same thing for other NPCs. Depending on what they are they'll still have more health than a human (e.g. deathclaw for obvious reasons) but their HP no longer multiplies by level - it's more or less a fixed value that's only affected by their endurance and base health.

      After adding this mod to my merged patch, I'm at level 86 with 5 endurance and my health is a measly 155 lol. The various damage boosting perks I felt would be too OP so I nerfed them down to +5% more damage per rank, with melee and unarmed doing +50% damage at the max rank, while the gun-related damage perks capped out at 25%.
  4. Bottletopman
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    After reading that little discussion on zooming in with reflex sights, I think the reason that's implemented in games is because in real life your eyes have a much greater field of view than a monitor. The default value for most games is typically 90 degrees, compare that to the near 180 degree horizontal field of view of the typical human eye, with a 135 degree vertical fov.

    I'd imagine in the far off future, when computers and their graphics output are significantly more powerful than what we have today, we won't be limited by a desktop monitor lol

    Also, you said you tweaked with the gravity setting for projectiles - do you have any idea what it's actually doing? So far nobody, not even after the release of New Vegas, nobody has actually bothered/been able to explain what the gravity field is actually measured in. Is it measuring in G force, where 2 would mean the projectile would drop as if it experienced 2 Gs? Is it an actual value as to how fast the object drops, so that setting it to 9.8 would mean it would actually drop at 9.8 m/s?
    1. Sollus91
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      I disagree with your first statement in that as far as I can remember the more serious FPS games don't have artificial zoom for non-magnifying reflex sights (CCOs.) I haven't played a Call of Duty title since Modern Warfare 2, and it's been a few months since I played Battlefield 4, but I don't recall it happening in those games. The only FPS games I can think of offhand that do are Destiny and the Fallout series, and Borderlands of course but I don't mind since BL is very artistic and leans more towards the fiction side of science-fiction.

      Vanilla FO4 has a default FOV of 70 or 80 which is very unusual - as you said most games use 90. With that in mind, considering that the default FOV change of Circle Reflex Sights is x1.25 and the Dots are x1.5 it seems less about anything to do with the human eye and more about some strange "balance" notion. Destiny is the same way, making firearms very unrealistic in the name of balance when I believe making them more realistic would help with balance greatly. Currently, some games can be displayed on multiple monitors and so a setup like that with 3 monitors might make it pretty good. To sum it up, the artificial zoom has nothing to do with compensating/adjusting/whatever for the fact that single monitors can't simulate real vision, it's all about "balance" or some such. Personally I love the lack of zoom I gave the Reflex Sights, especially against feral ghouls, molerats, bloatflies, and others.

      Regarding Gravity, I suggest you read the change log carefully. I started out with 9.8 as a test (this is still in beta after all) and have since changed it to 0.46. I recently discovered the proper (or at least much more realistic) translation for projectile speed, so I'm currently figuring out some gravity settings based on that. I know what it's doing, but not because of real gravity, it's because of careful in game testing under controlled circumstances. It's pointless speculating on in game Gravity values, and I haven't based my settings on any theories, I just started with a guess to test things out expecting some feedback. As you can see from the comments, people haven't given any real feedback, and in fact, Dizzy_xc has not even downloaded my mod to this day, so he's just talking out of his backside. Also if you notice, he claims he understands I'm talking about CCOs, compares them to an ACOG he supposedly has, and says he sets it right up to his face as if things like Eye Relief and Recoil don't exist.

      I noticed you haven't downloaded my mod either, and frankly I tire of people commenting on the mechanics of my mod without play testing it first. Before you reply regarding game mechanics, please play test my mod first. It's a beta, I expect people to play it AND THEN give me feedback.
    2. Bottletopman
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      I was just saying that I figured that the zoom for reflex sights in a lot of games is to give a better detail of the target, making up for the fact that everything on a monitor is scaled down to fit the typical 90 degree fov. While we don't put our face right up to the sight IRL our field of view is a lot larger than a monitor, so we can still see a lot more than what gaming can do, ergo to make up for this they just increase the zoom level. Call of Duty and Battlefield always had sight zoom, and in fact the only optics that didn't have zoom in BF3 was the IRNV scope. This isn't criticism on your mod at all, but just my take as to why devs put in CCO sight zoom in the first place.

      I'm only asking about the gravity because I have a merged patch that's combined at least 50 mods - I want to keep my load order to a minimum, plus I've already tweaked the projectiles to match their real life speeds but still haven't found any detailed documentation regarding gravity. In hindsight I probably should've worded my question differently since it soundss like I was accusing you of something. I just wanted to know if you found out what the gravity field was measuring lol, much like how projectile speed is units per second and how the GECK documentation even has conversions to other units of distance/speed measure (e.g. 70 units = 1 metre).

      I guess my question was: were you able to figure out what the heck the gravity field was measured in?
    3. Sollus91
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      I didn't even know the GECK had speed conversions, I just figured it out with my testing range. Interestingly enough, after careful testing with a missile launcher I figured the speed to be 130 x # of meters per second. I used a simple physics simulator to try to figure out where my projectile would land with given velocity after being fired level with the ground at about shoulder height, and then tested in game with modified laser rifles and a mod to make decals appear at longer distances. I don't really know how accurate it is, but I figure gravity to be 1.59.

      Like I said, I don't know how accurate that is because even on Spectacle Island I could only build a 150 meter long testing range without getting in the way of pre-placed buildings or trying to build in the water. My range runs exactly north to south and just outside of the west wall of the power shack in the middle. Maybe in the future I will push it out over the water and test some more if I'm bored or something.

      You could just download my mod and use FO4Edit to check it out. I've also tweaked projectile speed with some weapons that already had gravity so they wouldn't just fall to the ground too quickly.
    4. Bottletopman
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      Yeah that's actually what I ended up doing - downloading your mod and peeking at it with FO4Edit, that is lol.

      Technically speaking, the GECK doesn't have conversions but the documentation does show the conversions between various common units of measure
  5. Sollus91
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    Locked
    Okay, testing with the missile launcher has shown me my projectile gravity settings are too high. So, I'm gonna do some testing over the next couple of days and see if I can come up with better results.
  6. Dizzy_xc
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    I was totally eating up everything this mod has to offer till I got to this part.
    -All Reflex Sights have 0 magnification. Camera still zooms in a little though.

    I'd like you to explain this, please. If you have never used a reflex sight, dont bother, I'd rather not hear your explanation because you wont know what you are talking about. In fallout 4, FOV, or 'zoom' as some like to call it, changes the field of vision to be either wide or tightly focused. When you hold a reflex sight up to your eye youre changing the field of view so the dot is closer to your eye and you can make out targets around it easier. It doesnt zoom in, so to speak, unless you have a magnifier, but putting it up closer to your eye changes the field of vision. If you dont 'zoom' into the sight in fallout 4, then your reflex sight is as good as a red dot iron sight. And thats not how reflex sights work. I suggest you use pictures to demontrate how youve done this here because 'zooming' a reflex is a hotly contested issue, and to do the effect justice in real world terms using fallout, a little FOV change is required so it doesnt look like your iron sight has a glow dot when youre really using a reflex sight.

    Where's my 9mm Luger?
    1. Sollus91
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      I have used a reflex and holographic sight. See the cover photo? I took that a bit before I had to disassemble/reassemble that M240B for section qual when I was a 13B. Your real life field of view doesn't change unless you close one of your eyes, but close combat optics are designed so you don't have to. You might get a little tunnel vision but that's more about what you're concentrating on and not FOV. If I'm playing and staring intently at the center of my screen my eyes can already tunnel vision without my actual FOV changing. The game shouldn't add eye effects on top of my actual eyes already doing those things.

      To answer your question in regards to what I meant, I eliminated the Zoom factor in the files for the reflex sights, but the game has some sort of hard coded slight FOV change that happens anyway. Maybe with the creation kit this can be changed, but not with FO4Edit or .ini edits. I'll post a pic in a min to show you the sight record.

      BTW, CCOs are basically supposed to be electronic (or even a tritium/fiber optic combo) replacements for your iron sights because it allows you to have an unobstructed view of your target minus the reticle. They're for rapid target acquisition in close quarters, not for zooming in or changing your FOV.
    2. Sollus91
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      A couple more things. My statement in the mod description about the reflex sights has everything to do with game mechanics and nothing to do with real life. Further, if you have a question then just ask it. Don't comment on my mod page with an attitude. I'm still not sure what you meant with the 9mm comment, but if you are asking about it being in my mod then the answer is that it's not here. I don't know what in my mod could possibly be yours, and adding 9mm ammunition is beyond the scope and intent of my mod. If you want 9mm weapons, there are plenty of other mods to choose from. But don't demand things from me like I owe you something. This mod is being provided to you for free, lose the entitlement.
    3. Dizzy_xc
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      Those other mods you listed are paired with more mods that all have interoperability. Those other mods Allow you to swap with more ammo types not included with the game and craft those ammunition types as well. It would be nice if your mod did the same. If you're looking to share a mod, it might be wise to approach it from the perspective of a user who wants to install a mod like this and have it play well with others. Knowing what your competition is helps you devise a better way to do things... unless this is one of those take it or leave it mods.

      Also, I'm not sure you're understanding my concerns. I probably wasn't as clear as I could have been. My apologies. As others have posted on reflex sight mods, not having 'zoom' just makes your reflex sight act as an iron sight with a glow dot. I'm not questioning your experience handling sights, as you seem to know what you're talking about. I use Acog Reflex sights and own a few that have batteries. I much prefer the maintenance free acog sight because I'm always bad about leaving the switch on with my other sights. I'm in the process of switching to prism sights so I'll still have a reticle if I forget to flip the switch off. At any rate, I'd like to see how you're utilizing fov in fallout 4 to simulate how it looks in real life when placing the sight up to your eye as your cheek rests on the cheek weld of the buttstock. Other mods fail at this because they equate no zoom with proper fov and screw it up.
    4. Sollus91
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      The foundation of my mod is a combo/compatibility patch, on top of which I built my own tweaks to achieve what I wanted for my game. I published it in case anyone else was interested. If someone wants to make a compatibility patch with other mods that add new content then that's fine, but that's not the scope or intent of my mod. Maybe in the future I'll incorporate those ideas, but it would basically just be a compatibility patch anyway.

      Regarding FOV, look, I posted pics, even of the record itself. What you're talking about goes beyond FO4Edit. It would require a creation kit, new animations, maybe a new 1st person skeleton, maybe even new meshes for the weapons themselves that have completely new sighting nodes. Look at the pics, I just changed the vanilla zoom amount of 1.5 (1.25 for Circle Reflex Sights) to 1, but for whatever reason there is still a very slight FOV change. Maybe it's because I play with an FOV of 90 as opposed to the vanilla 70 or 80 or whatever it is.

      In any case, for now we're stuck with setting the zoom value to 1 and still getting a slight FOV change which is fine for now because like I said earlier, if you're using a real reflex sight with no magnification (in other words a CCO which is basically 'an iron sight with a glow dot' ) then your FOV doesn't change unless you close one eye. All that happens is you get tunnel vision which basically means you're focusing so intensely on something that everything else gets blurry and less noticeable. If you're talking about ACOGs and Prismas, those DO have magnification so it's a different animal (although your FOV STILL doesn't change unless you close one eye.) ACOGs and similar optics are reflex sights in the same way that the Hubble Space Telescope is a telescope; it's so much more - https://en.wikipedia.org/wiki/Advanced_Combat_Optical_Gunsight

      Basically, if you mean ACOG, you specify ACOG. If you say reflex sight, people think you're talking about a CCO. The reflex sights in this game are obviously meant to be CCOs but still have zoom because Bethesda logic.

      I think you're talking about something like the M14 EBR from Killing Floor 2 where only the ACOG zooms in and not the rest of the screen - https://i.ytimg.com/vi/6fz7bWuMinM/maxresdefault.jpg

      But that's not possible in FO4 right now.
    5. Dizzy_xc
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      if you're using a real reflex sight with no magnification (in other words a CCO which is basically 'an iron sight with a glow dot' ) then your FOV doesn't change unless you close one eye.


      Yes I'm aware of the no magnification with a real reflex sight. I have one, this one https://www.trijicon.com/na_en/products/product1.php?id=Reflex They use a method called the Bindon Aiming Concept. With both eyes open, the red dot superimposes over the open eye giving you a wide field of view while at the same time you get precise information due to the size of the dot (whatever X MOA youre using) Vs the target size to determine distance.

      I dont think its what youd call an iron sight with glow dot. But thats what your two pictures look like. The 10mm pistol and combat rifle both have almost no 'zoom' so the reflex sight looks like an iron sight with a glow dot. Thats what Im talking about. The reticle should be MUCH closer to the eye. What you cant simulate in Fallout 4 is how the reflex sight in real life gives you the advantage of both worlds using both eyes open. You get a MOA dot that will allow you to instantly determine distance to target and a wide field of view. While the reflex sight is right the frack in your eye and up close and blocks almost everything that you see except whats visible thru the sight, using the other eye open gives you a huge filed of view while still superimposing that same dot over your open eye.

      I dont know what to tell you... Its evil if you dont zoom and evil if you do, to try and achieve how the reflex sights are supposed to function, but I think the lesser of the two evils is to have more zoom than youve got here.

      The rest of you mod is great. Its super great, cept one thing. I'd love it if your mod played nice with this one: http://www.nexusmods.com/fallout4/mods/8588/?
    6. Sollus91
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      http://progunfighter.com/where-to-mount-your-red-dot-sight/

      Quote: "I haven’t seen any noticeable benefit to having it mounted very closer to your eye, and it does significantly reduce your view around the optic in close quarters."

      CCOs are not supposed to be "in your face" and "blocks almost everything that you see except whats visible thru the sight" because that forces tunnel vision and reduces your ability to maintain situational awareness. What good is keeping both eyes open if you do it in a way that just reduces situational awareness anyway? Also, having it further from your eye gives you the same benefit as having a larger sight radius with irons - more precision.

      Even if you do prefer to have your optic as close as possible to your eye, the 10mm (and other) pistols SHOULD DEFINITELY be "red dot iron sights" because you generally hold a pistol at arms length unless you're in close quarters and want a retention hold (which would take a lot of modding for FO4 to be able to dynamically switch between the two.)

      And a tip: if you're looking for a CCO and not a magnifying optic (and can afford the price tag) look at the Meprolight M21 Reflex Sight with the bullseye reticle (good for precision yet fast to aquire.)
    7. tayloryoda
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      Dont waste your time dude, these so called gun "experts" clearly have zero experience with real firearms and optics and like to lie about their real world experience. This mod is awesome dont listen to the haters.
    8. Sollus91
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      Thank you for the compliment. There's still some small stuff I need to work on before I consider this to be a "full" version, but for now I want to enjoy what I've done. I've gotten in some pretty exciting firefights last night, especially since I use War Of The Commonwealth.
  7. NexusFiles
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    Going to watch all how this comes out. VERY interested in a realistic mod like this.
  8. Jakeirber
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    Are you planning to incorporate DLC weapons? It may be another mod of mine, but Lever-Action Rifles have no projectiles upon firing. But great mod by the way my dude, love that ammo now has a weight to it similar to New Vegas's survival mode.
    1. Sollus91
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      Oh yeah, forgot to write it in the description, but yes DLC weapons are included. DId you install Weapons of Fate? You need the resources from that mod as it switched the Lever-Action Rifle to using it's own projectile data for .45-70 (instead of assault rifle projectile.) I should change the layout of the description page to be more clear.
    2. Sollus91
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      Okay I looked in FO4Edit and play tested just to be sure (I shot a milk bottle.) As long as WoF is loaded before my mod, you should be good.