Fallout 4

File information

Last updated

Original upload

Created by

Sars99

Uploaded by

Sars99

Virus scan

Safe to use

179 comments

  1. Sars99
    Sars99
    • premium
    • 54 kudos
    Locked
    Sticky
    Notice regarding v2.0.0 and above: If using the A10 mod you need to download the main file from the original mod page (https://www.nexusmods.com/fallout4/mods/48809) where the new version of the patch is hosted.

    This is because of the way I have now set up support for other mods to work with the system, it should greatly increases compatibility and scope for other mods to be patched in easily.


    Video explaining the new features from the update

    Do not use 4estGimp's compacted binoculars plugins or patches for Fire Support. It is not compatible with the latest version and will break things.
  2. ToBeCalledJ
    ToBeCalledJ
    • member
    • 0 kudos
    It seems that most of the time, when I chose a distance of 150 for the Stingray, it flies overhead, but doesn't drop anything. Sometimes it will only drop when the distance is under 100.

    Is there a way to increase the effective range? So that I can actually bomb things over 100 meters away?
  3. ptmc2112
    ptmc2112
    • supporter
    • 7 kudos
    found a bug that causes a hung script, when using the data channel without binoculars equipped (don't have the other thing), then go to settings, then quick settings, then to "set default close fire support type" and i back out of it without doing the trade, it hangs the script. I would think it would leave it unchanged, so the script can continue, if nothing else causes a problem.

    I am using all 6 of the FallUI series of mods (and the sorter and all of those requirements), so that may be a cause. I also saw the report on the other mod about FallUI, and I always used the buttons in the message boxes to close out the box, and there's an option in the MCM of FallUI - Confirm Boxes that enables the use of TAB to decline a dialog box. It might be what causes the other issue.
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Thank you, I’ll look into that segment of code tomorrow to check that it can have an option of no change if there’s no trade made. 

      I do not use FallUI. I’ll be seeing what I can do to make the scripts dealing with the menus less susceptible to getting hung


      EDIT::: Massive thanks again, there was a condition (not doing a trade) that caused an infinite loop. I have fixed that. Now trying to understand the impact of FallUI's ability to use tab on normal dialog message boxes but not sure how to activate that feature.
  4. ptmc2112
    ptmc2112
    • supporter
    • 7 kudos
    hotfix isn't in the right folder (should be Scripts\ArtyBinoculars in the zip, not on its own, found out by looking in the esp in xEdit) so it has to be put in manually

    Otherwise, thanks for the hotfix!
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Yeah someone commented on the original version of the mod. Never have a smooth update, I've repacked the missing script into the BA2 which is now uploaded as the main file.

      If you've personally fixed the missing file structure for the ArtyBinosSettingsQuest.pex then you should be set.
  5. ptmc2112
    ptmc2112
    • supporter
    • 7 kudos
    Question for 2.3.0: how do I input bearing and distance?
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      I forgot to pack a script in the BA2.

      Go here https://www.nexusmods.com/fallout4/mods/48809?tab=files and download the Hotfix, its contains the missing script.

      Then you can use the Encryption item without Binoculars / Laser Designator equipped, you'll get a menu which has a "Set Target Location" button.

      Ignore the first part of that, I really managed to mess up packing and then trying to hotfix the last update. I have packed the missing script properly into the BA2 and reuploaded as the main file to v2.3.1, this should resolve the whole debacle.
  6. TechnicallyACarrot
    TechnicallyACarrot
    • member
    • 1 kudos
    I'm using the xbox version.  All I'm getting is the options for nuke or artillery.  What do I need to do to get the other bombing run options?

    1. Sars99
      Sars99
      • premium
      • 54 kudos
      I don't know what version of the mod is ported to xbox, I didn't do it.

      You have to meet the criteria stated in the original Stingray mod (which is a requirement) of reading the terminal entries in the Abandoned Lab.
    2. TechnicallyACarrot
      TechnicallyACarrot
      • member
      • 1 kudos
      Thanks.  I may not have done that.  Oops.  back to the lab, I think. :)
  7. ptmc2112
    ptmc2112
    • supporter
    • 7 kudos
    For some reason, after using the encrypted data channel and the trade window opens, the stingray bombing run stopped appearing, so I was unable to get it to work, unless i give myself the stingray bombing run item, then it works like normal.

    EDIT: found out the reason, it was cause i ran out of stingray signal flares.
  8. IDarkstarX
    IDarkstarX
    • member
    • 1 kudos
    I must be doing something wrong as I cannot get the binoculars to work. I have my binoculars trained on a ghoul for a good few seconds and no prompt or menu appears. I'm using FASO so I set ammo to off, And the distance appears in the top left, but nothing is happening.

    I am using the FO4ME modpack, with the addition of Sim Settlements 2 and some other mods including better sprinting. Load order is as follows:

    Howitzer
    Binoculars
    _00Stingray
    Binoculars Fire Support
    Binoculars FireSup_Stingray
    FASO
    FASO M155Patch

    Please advise when able. o7
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Have you followed this?

      How to call in fire support

      This sequence must be followed to call in fire support on to a target, the target must be a NPC. Steps 1 and 2 can be reversed, i.e use the item first and then target a NPC.


      • Target NPC with binoculars, get the range finder notification top left
      • Use the Encrypted Data Item within your inventory (can be hot keyed), within 5 seconds of targetting an enemy
      • Select from the trade menu the type of fire support wanted (only one can be selected)
      • Accept the 'trade' and close
      • Fire mission should commence

  9. hiddenidentity1
    hiddenidentity1
    • premium
    • 0 kudos
    Using FO4edit, what line can be adjusted to reduce the wait cooldown time on using the Stringray?
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Assuming no xEdit knowledge. Ctrl click both of the records shown below to see them side by side in the right hand panel. Best would be to right click and copy as overwrite into a new plugin. Then change the values described below on your override plugin (the picture doesn't show it exactly like this).

      Scroll down in the VMAD section until you find the 'time' property. Change 3.000 to your desired value. Note that the value is in game hours, you can google Fallout 4 time scale to work out roughly what that would be in real time.

    2. hiddenidentity1
      hiddenidentity1
      • premium
      • 0 kudos
      Many Thanks
  10. WarriorPNG
    WarriorPNG
    • member
    • 1 kudos
    can i customize how long i have to wait for the stingray to be used?
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      With a very simple xEdit tweak. Yes. 
    2. WarriorPNG
      WarriorPNG
      • member
      • 1 kudos
      im sorry but im too braindead to understand xedit let alone use it to configure mods
    3. Gunrunner66
      Gunrunner66
      • member
      • 8 kudos
      Well, I can do very simple Xedit tweaks.  If this were a Skyrim mod, I could find the relevent data in minuites.  Fo4, not so much, but I'm learning.
      So which entry did you tweak, if I may be so bold?
  11. M644
    M644
    • member
    • 0 kudos
    I am not too sure what i am doing wrong, I already know how to make the stingray flare, and pretty sure did everything in the lab needed, I have the flares in my inventory, and the binoculars modded where need be, but I am unable to select the stingray
    1. M644
      M644
      • member
      • 0 kudos
      Update, ok I found it, but i didn't realize it kind of replaced the flare in the crafting recipe, I kind of wish I could make both, but unless I missed it, I can not anymore, its still there as I made the flares already before installing this mod, but unable to make more
    2. Sars99
      Sars99
      • premium
      • 54 kudos
      That was intentional. I used to have a script run that would automatically replace flares in the players inventory with the beacons. 

      The code was temperamental and I removed it. 
    3. M644
      M644
      • member
      • 0 kudos
      Ooh okay, I do like having both flares and beacons, in case I want to call something else that the stingray can do, unless I some how missed it, I was only able to call a stingray bombing run with the binoculars 
    4. Sars99
      Sars99
      • premium
      • 54 kudos
      The menu that comes up once you select stingray should let you do everything the base mod allows you to. Just need to scroll down the menu. I didn’t change any of the bombing run code except for fixing the cool down timer. 
    5. M644
      M644
      • member
      • 0 kudos
      Honestly I do not know what I am doing wrong, (maybe load order problem but I can not tell, I have this mod lower then the two mods it uses) I have 5 string beacons in my inventory, (They are meant to be in the Misc section, right?) but when the menu show up, still shows 0, and when I pick stingray bombing run, nothing happens, and I can't have the menu show up anymore after that, probably thinking that the bombing run is happening or something, until I reload a save before I do that