Just reading over the comments and the description. This was my primary designation in the military. The person is most important, I agree, but the rifle is a near second. Anyway, my two cents has to do with the FO4 VATS system. Well, it sucks. I don't use it. I pick off long range targets fairly well in this game. Your mod, though, does something that IS needed. Increases range. A .308 and .50 cal rifle should be extremely lethal at extreme ranges. The only problem I have is with 'pipe' weapons. Neither the .308 nor .50 cal should even exist because of the real life extreme pressures in high powered rifle rounds. Bethesda seems to employ people who make up crap rather than use real life physics. And, unless any of those pipe weapons are rifled inside, you'll shoot like you're using a shotgun with a slug. If anything, for anyone who reads this, use it for the range. It may not be real life accurate, but it's a lot closer than the original specs.
I originally planned to put the numbers in the perk description that shows up on the perk page, but realized that the numbers don't really make sense. I had to increase range by a MUCH higher number than I thought I would, just to get the range to my target (being able to use VATS all the way to the other side of the Dunwich Borers site). I am not sure how the game engine calculates range when you modify it through perks, but I had to keep bumping it up when I was testing, just to get it as far as I wanted. I did get range long enough that I could set up on top of the rocks above the South side of Dunwich Borers site and with all three sniper perks I could target the raiders on the buildings on the far side of the site, and all the raiders in line of sight anywhere in the quarry.
Basically, each level of the Sniper perk uses a multiplier of 2 (Mod Gun Range Mult, Multiply Value, 2), and they sort of stack, meaning you do get longer range for each perk taken.. However, the final result is not 8 times the base. So I am not sure how the math is done by the engine.
As a comparison, Gunslinger 2 uses a multiplier of 2, and Gunslinger 3 uses a multiplier of 3. These do not stack, as Gunslinger 2 only applies its modifier if you do not have Gunslinger 3 yet. So using this mod Sniper 1 will be equivalent to Gunslinger 2 in range, Sniper 2 will give some what longer range than Gunslinger 3, and Sniper 3 gives even more range.
I realize this is waaay late, but anybody who finds this mod might still be interested so here I go. Skip to the end if you just want my conclusion on the values - as well as a very short description on how you can change these to your needs.
I looked in FO4Edit. For Gunslinger, which is something we know, the wiki tells us "Ranks 2 and 3 each add 25% range, for +50% total.". I am going to assume that this info is correct. Gunslinger02 has a value of 1.25 defined for the Mod Gun Range Mult effect. That is perfectly in line with what the wiki claims, and would suggest that the range IS exactly modified by this. Also, I don't know where Roland found a multiplier of 2 in Gunslinger02 (and 3 in the third perk) - certainly my Fallout4.esm does not have these values. I would assume he either mistyped, or an older Version of FO4 did actually have those values. Gunslinger02 DOES have the condition that it will not apply if Gunslinger03 is there, as he said.
Gunslinger03 has a value of 1.5 - perfectly matching the 50% wiki claim as it does not stack due to the condition.
Now concerning the modifications. I have the .esl, but I assume the .esp is the same. Sniper01 has a multiplier of 3. It also has a condition to not activate if Sniper02 is there. Sniper02 has a multiplier of 6. It also has a condition to not activate if Sniper03 is there. Sniper03 has a multiplier of 10.
HOWEVER - I have no idea as to what this entails for VATS, specifically. I have the feeling that that is what Roland talked about in his comment - his whole goal was shooting them afar with VATS reliably in the first place. There is a good chance that VATS calculations are god darn weird and do not map linearly to the increase in range, which is exactly what Roland says in his comment so he is probably talking about this. There seems to be a lot of stuff that influences VATS accuracy so if you are aiming for this, take his advice and don't assume that this will work the way you want without testing.
Therefore, there is no stacking. Your range is 3x, 6x, 10x the base, respectively - according to my logic and reasoning. Using FO4Edit, it should be fairly easy to adapt these to your needs - no need to go through the whole Creatik Kit madness for this. The .esl file of this mod contains just these 3 perks, you only have to search for the Effect with "Mod Gun Range Mult" and then scroll to its Function Parameters->EPFD-Data and change the Float to the multiplier you want to have (keeping in mind it is setup to not stack).
Just be aware that some shotgun or sub machinegun type mods will have ridiculous ranges with this mod - since they in most cases carry the WeaponTypeRifle keyword.I was able to kill Raiders at the electrical tower on the ridge south of Sanctuary from behind the Chem Dealer's house with the following weapons: H&K G11 K2 (Sub Machinegun) - did it in 3rd burst mode (Range = 1,000+) Sig Sauer MPX - configured it as small as I could (i.e like a PDW) with no stock (Range = 1,000+) M1014 Shotgun - this weapon has slugs, so with this mod it's a 1,000+ range Sniper rifle.
Going to give this a spin, should help with those long range targets. The problem I'm having after the last couple of game updates is, objects between me and the target are not showing up, so it looks like a clean shot. Example, Gunners Plaza. I snipe the boomer guy on the top first, but now the sandbag wall does not show up even in a strong scope. (McMillan CS5 rifle with X40 scope) Never had this problem till I updated to latest game version. I do not use vats. I have tried it, it is to clunky, in the way and unimmersive.
Has the keyword HasScope and Has the keyword WeaponTypeRifle and Does not have the keyword WeaponTypeAutomatic and Does not have the keyword WeaponTypeHeavyGun
So if this is not working for the pipe bolt action rifle there would be something wrong with the keywords assigned to the rifle.
Couple of questions:
1. Does the rifle have a scope on it? If it doesn't this won't work. 2. Are you using the Unofficial Fallout 4 Patch? It corrects some keywords from the base game. I'm not sure if the rifle in question is one or not, but it might fix this.
was wondering if a sniper turret could be made. Sniping turrets would have ludicrous range and one-shot faraway threats, and be placed probably at the roof of someones base.
I might have to check this out in game. This makes me remember when I'd have to download mods back in FO3 cause of how horribly inaccurate rifle based weapons were at long(er) ranges, even with VATs and using iron sights.
10 comments
I just started a sniper build in survival, so this mod is great timing for me.
Thanks a bunch,
Tarlak
Basically, each level of the Sniper perk uses a multiplier of 2 (Mod Gun Range Mult, Multiply Value, 2), and they sort of stack, meaning you do get longer range for each perk taken.. However, the final result is not 8 times the base. So I am not sure how the math is done by the engine.
As a comparison, Gunslinger 2 uses a multiplier of 2, and Gunslinger 3 uses a multiplier of 3. These do not stack, as Gunslinger 2 only applies its modifier if you do not have Gunslinger 3 yet. So using this mod Sniper 1 will be equivalent to Gunslinger 2 in range, Sniper 2 will give some what longer range than Gunslinger 3, and Sniper 3 gives even more range.
I looked in FO4Edit. For Gunslinger, which is something we know, the wiki tells us "Ranks 2 and 3 each add 25% range, for +50% total.". I am going to assume that this info is correct.
Gunslinger02 has a value of 1.25 defined for the Mod Gun Range Mult effect. That is perfectly in line with what the wiki claims, and would suggest that the range IS exactly modified by this. Also, I don't know where Roland found a multiplier of 2 in Gunslinger02 (and 3 in the third perk) - certainly my Fallout4.esm does not have these values. I would assume he either mistyped, or an older Version of FO4 did actually have those values. Gunslinger02 DOES have the condition that it will not apply if Gunslinger03 is there, as he said.
Gunslinger03 has a value of 1.5 - perfectly matching the 50% wiki claim as it does not stack due to the condition.
Now concerning the modifications. I have the .esl, but I assume the .esp is the same.
Sniper01 has a multiplier of 3. It also has a condition to not activate if Sniper02 is there.
Sniper02 has a multiplier of 6. It also has a condition to not activate if Sniper03 is there.
Sniper03 has a multiplier of 10.
HOWEVER - I have no idea as to what this entails for VATS, specifically. I have the feeling that that is what Roland talked about in his comment - his whole goal was shooting them afar with VATS reliably in the first place. There is a good chance that VATS calculations are god darn weird and do not map linearly to the increase in range, which is exactly what Roland says in his comment so he is probably talking about this. There seems to be a lot of stuff that influences VATS accuracy so if you are aiming for this, take his advice and don't assume that this will work the way you want without testing.
Therefore, there is no stacking. Your range is 3x, 6x, 10x the base, respectively - according to my logic and reasoning. Using FO4Edit, it should be fairly easy to adapt these to your needs - no need to go through the whole Creatik Kit madness for this. The .esl file of this mod contains just these 3 perks, you only have to search for the Effect with "Mod Gun Range Mult" and then scroll to its Function Parameters->EPFD-Data and change the Float to the multiplier you want to have (keeping in mind it is setup to not stack).
H&K G11 K2 (Sub Machinegun) - did it in 3rd burst mode (Range = 1,000+)
Sig Sauer MPX - configured it as small as I could (i.e like a PDW) with no stock (Range = 1,000+)
M1014 Shotgun - this weapon has slugs, so with this mod it's a 1,000+ range Sniper rifle.
The problem I'm having after the last couple of game updates is, objects between me and the target are not showing up, so it looks like a clean shot. Example, Gunners Plaza. I snipe the boomer guy on the top first, but now the sandbag wall does not show up even in a strong scope. (McMillan CS5 rifle with X40 scope) Never had this problem till I updated to latest game version. I do not use vats. I have tried it, it is to clunky, in the way and unimmersive.
Has the keyword HasScope and
Has the keyword WeaponTypeRifle and
Does not have the keyword WeaponTypeAutomatic and
Does not have the keyword WeaponTypeHeavyGun
So if this is not working for the pipe bolt action rifle there would be something wrong with the keywords assigned to the rifle.
Couple of questions:
1. Does the rifle have a scope on it? If it doesn't this won't work.
2. Are you using the Unofficial Fallout 4 Patch? It corrects some keywords from the base game. I'm not sure if the rifle in question is one or not, but it might fix this.