Fallout 4
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GT500

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25 comments

  1. Olivier8768
    Olivier8768
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    Même sans VR fonctionne très bien. 👍
    1. GT500
      GT500
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      I'm glad to hear it works fine on the regular desktop version. I don't remember if I ever tested it outside of VR.

      Traduction assurée par DeepL:
      Je suis heureux d'apprendre que cela fonctionne bien sur la version de bureau classique. Je ne me souviens pas si je l'ai déjà testé en dehors de la RV.
    2. Olivier8768
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      Avec mon Gauss, je peux tirer en rafale grâce à un mod qui me permet cette option, mais la visé partait littéralement dans les étoiles, c'était ingérable mais votre mod a réglé le problème. Maintenant j'ai un Gauss qui déchire. Approuvé. 👍
  2. Bladeandforcery
    Bladeandforcery
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    Did you ever fix the shotgun shells not spreading? 
    1. GT500
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      No, I haven't. I guess I could release a hotfix for that though.
  3. RiftWynd
    RiftWynd
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    Small issue - ive been copying mods from Fo4 to Fo4vr and using them - if i use this, the accuracy is there but the muzzle flash recoils up the screen.  Any idea what would cause this?  The gun seems to be shooting accurately enough though.
    1. GT500
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      I don't recall seeing anything like that when using this mod myself. Is it possible that another mod you have installed is modifying weapons or animations in some way?
  4. maxmaxed
    maxmaxed
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    Is there possibly any way to keep the accuracy changes you made since they are better than Accuracy mod, but keep the recoil as well, possibly change it to 0.5000 like the guy below did? I feel like without any recoil at all, it kinda feel awkwardly straightforward and unrealistic.
    1. GT500
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      I've actually been meaning to update the mod (the shotguns have an accuracy related bug that I planned on fixing), but having made the original mod with a manifest like I did to make selection of options in mod managers like Vortex possible overcomplicated things and I never had enough motivation to dive back into it and update it.

      The edits you're asking for are certainly possible, but I would probably add any such edits as separate files rather than adding them to the main mod download.
  5. joycourier
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    an alternative to downloading a mod is disabling recoil in the INI files by setting bUseRecoil to 0.

    alternatively, you can set fRecoilVertMultiplier to something like 0.5000 and it will take twice as long to reach that 'maximum' recoil.

    there are also settings for MaxHorizDeg and MaxVertDeg (check them out in Bilago's tweaker, search for 'recoil')

    EDIT: just found out that setting fRecoilMaxHorizDeg to 0.0000 prevents the gun from 'resetting' when it reaches peak recoil, if that helps?
    1. LXE97
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      do you know what bRecoilFastDiminish does?
  6. BrainNexus
    BrainNexus
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    Tested - works in non-VR!
  7. Xilhou
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    Exactly what I was looking for. Needed to get rid of VR's janky ass recoil mechanic and wanted to keep the spread pattern for full auto. Thanks for this.
  8. WishkahKid
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    I have a question, does this also apply to npc's and the weapons they carry?
    1. GT500
      GT500
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      It effects the guns directly, and presumably works the same regardless of who is holding a gun (player or NPC). If the AI in the game adds some sort of variability to where an NPC is aiming when they fire (which most FPS games do to make NPC gunfire seem more realistic and fair) then this mod won't make the NPC's 100% accurate.
  9. BarronTV1
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    Will this work with modded weapons? The more accurate weapons mod doesnt work with my chinese assault rifle mod :'[
    1. GT500
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      That depends on whether or not the weapon from the mod has a custom aim model. If the mod weapon uses an aim model from a vanilla Fallout 4 weapon or from a Far Harbor weapon, then yes this mod will work with it.

      It's been a while, however I would believe that the Chinese Assault Rifle mod has its own custom aim model, and thus this mod will have no effect on it.
    2. BarronTV1
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      Thanks for the reply. Please could you tell me where to find recoil on a weapons settings in the creation kit, trying to alter the weapon myself but I dont know what does what.
    3. GT500
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      xEdit is the easy way to find them (note that it will need to be renamed to FO4Edit or FO4VREdit before it will work with those games):
      https://github.com/TES5Edit/TES5Edit/releases/tag/xedit-4.0.2

      Just look under "Aim model" in either xEdit or the Creation Kit. Aim models define things like accuracy and recoil. You can see an example of what it looks like in xEdit at the following link:
      https://imgur.com/gallery/hwPO6pr

      The aim model for the Chinese Assault Rifle should be in the same place if you edit its ESP.
    4. BarronTV1
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      I figured it out. Thanks alot. I changed its aim model to the assault rifle so it gets affected by the mod.
    5. GT500
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      You're welcome.
  10. BillYourCows
    BillYourCows
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    Good work on this. Appreciate the testing as I haven't yet found a bug.
    1. GT500
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      Awesome. If you do run into any glitches, then be sure to let me know.