open in xedit expand in left panel rclick the plugin in the left panel --Other>Build Reference Info go into furniture, expand, find WorkshopArtillery "155mm Howitzer M1" [FURN:0018863A] rclick the record in left panel --> Copy as new record, name appropriate at the bottom or the right panel --> Referenced by tab, 2x click on the record there to get to the recipe using the furniture item rclick - Copy as new record In the new recipe chance the CNAM - Created Object to the copy of the artillery Delete WorkshopArtillery "155mm Howitzer M1" [FURN:0018863A] from the howitzer plugin Save.
I just copied them into the same 155mm Howitzer plugin.
Right click on the WorkshopArtillery record and click 'copy as new record', and then enter a name (I used WorkshopArtillery01). Hit ok, and it'll ask which plugin to copy it too, then you'll select the 155mm Howitzer plugin.
Its not that simple you forgot to mention that you still have to create new records for the projectiles and ammunition and assign them to new record of the "Mortar" weapon and assign that weapon record to the non replacer version and delete the replacer projectile records. So the Vanilla Artillery will fire old shells while the non replacer Howitzer will fire 155mm shells
Otherwise the Old Artillery will still fire 155mm shells instead the classic vanila mortar rounds. (Unless you don't mind that than its ok to just copy paste those 2 records)
If you want a true standalone there are more records to copy as new and reassign if you want the Howitzer to fire custom shells while Vanila one still fires old mortar shells. There are 3 types of projectiles (normal , far , close) 3 types of weapons (normal , far , close) 3 types of ammo (normal , far, close) and 2 activators (shooter far , shooter close) that artilery uses to determine what type of projectile based on distance and trajectory should hit.
I tested out after the changes i made and it works properly now i had Old Mortar and the modded Howitzer firing simultaneously and 2 different projectiles were hitting the mark which is great but yea thats more to it than just copying the furniture record and constructible object if you want it to be truly standalone.
When you build the artillery and assign someone to it, the quest won't continue. You can progress by opening console and typing "setstage Min03 700", that will allow you to go speak to Ronnie and progress through the quest.
I really like this mod, I never play without it. But unfortunately it's outdated in every sense. Do you have no plans to update it, textures, animations and everything else? It would be glorious to see projectiles as MISC.
i really hope someone makes a patch for the animations to work with angry artillery so users don't have to figure it out themselves through all the tricky programs
This is a great mod and I've used it for years, but I only recently checked pictures of irl wwii 155mm howitzers and discovered that the model is of the 105mm howitzer. The scale of the gun and its ammo, as well as its profile and wheels are all of a 105mm. The 155mm required four tires and a special truck to haul it. It also used bag charges instead of 1 piece ammo. It was huge, and would dwarf its crew. All this is just fyi to those interested. I still love it.
conundrum is wrong anyway - some of the M1 family of howitzers had two wheels and look much like this mod - see this youtube of an M114A1, both towed and later fired). They're prob thinking of the 4-wheeled Long Toms or some other variant, as there were various M1 to M2 subtypes. But yes, ammo-wise (at least ones I've seen), they did indeed use separate bag charges, for weight & ease of loading - 2 men to load the shell, a 3rd man to shove the charge in. With a 105mm you could get away with an attached charge and all inserted by one-man (see this vid of the 105mm M101) However, who's to say by the 2070s they don't have a smaller lighter charge that can be used in a 155mm?
As to model scale, as the above vid examples show, the size of this mod looks and feels a lot closer to a 155mm than the 105mm.
644 comments
open in xedit
expand in left panel
rclick the plugin in the left panel --Other>Build Reference Info
go into furniture, expand, find WorkshopArtillery "155mm Howitzer M1" [FURN:0018863A]
rclick the record in left panel --> Copy as new record, name appropriate
at the bottom or the right panel --> Referenced by tab, 2x click on the record there to get to the recipe using the furniture item
rclick - Copy as new record
In the new recipe chance the CNAM - Created Object to the copy of the artillery
Delete WorkshopArtillery "155mm Howitzer M1" [FURN:0018863A] from the howitzer plugin
Save.
I'm quite happy with this mod as-is but now that I understand the logic I'll be changing over a couple of other mods.
Right click on the WorkshopArtillery record and click 'copy as new record', and then enter a name (I used WorkshopArtillery01). Hit ok, and it'll ask which plugin to copy it too, then you'll select the 155mm Howitzer plugin.
So the Vanilla Artillery will fire old shells while the non replacer Howitzer will fire 155mm shells
Otherwise the Old Artillery will still fire 155mm shells instead the classic vanila mortar rounds. (Unless you don't mind that than its ok to just copy paste those 2 records)
If you want a true standalone there are more records to copy as new and reassign if you want the Howitzer to fire custom shells while Vanila one still fires old mortar shells.
There are 3 types of projectiles (normal , far , close) 3 types of weapons (normal , far , close) 3 types of ammo (normal , far, close) and 2 activators (shooter far , shooter close) that artilery uses to determine what type of projectile based on distance and trajectory should hit.
I tested out after the changes i made and it works properly now i had Old Mortar and the modded Howitzer firing simultaneously and 2 different projectiles were hitting the mark which is great but yea thats more to it than just copying the furniture record and constructible object if you want it to be truly standalone.
Edit: As soon as I posted this it started working, sorry haha
It would be glorious to see projectiles as MISC.
2. Projectiles are ammo and should be under the Ammo section.
As to model scale, as the above vid examples show, the size of this mod looks and feels a lot closer to a 155mm than the 105mm.