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  1. RelaxItsOk
    RelaxItsOk
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    Sticky
    Recoil Overhaul 1.0 is now available.

    Main file is now an all-in-one fomod installer for simpler installation, remember to mark the esp's as light when you're done.

    All features of Recoil Overhaul included in Fallout More.
  2. TheRealGeneral
    TheRealGeneral
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    I feel like "someone" has the gun-nut perk 😉 Very detailed mod my good sir 👍
    1. RelaxItsOk
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      Thank you :)
    2. TheRealGeneral
      TheRealGeneral
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      Just RE-reviewing this mod before download (lots of mods out there haha 0o) I use a controller but would love a NO AUTO RECOVERY version that's controller friendly. What would you recommend i use on your fomod? I can deal with the auto recovery if using the "no recovery" is going to jack up my game play while using a controller (tho having both would be nice ;) haha)
      Thank you.
    3. RelaxItsOk
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      The only difference for the controller version is less recoil kick when spraying. But the controller version has automatic recovery on as per-vanilla behavior. It would just be a case of me adding a controller - no auto recovery version to the FOMOD, but I'll need to blow the dust off all my old FO4 tools xD

      If you're happy with the normal recoil values, you could use the main version without issue.
    4. TheRealGeneral
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      ok thanks. it will probably be a few months before i start downloading (currently working on cutting down 800 mods to something that wont make by i5 explode lol). If you dont get around to doing anything like that by then ill do as you suggest. Im 95% sure ill use one from you though unless it massively interferes with More Noticeable Hit Effect (https://www.nexusmods.com/fallout4/mods/6157) or something else like that
  3. WhiteCoffee32
    WhiteCoffee32
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    Any chance of a Fallout London patch?
    1. RelaxItsOk
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      I will look into this at some point this month hopefully.
  4. deleted80377043
    deleted80377043
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    Lasers shouldn't have any recoil at all. Recoil is the push in the opposite direction cause by the projectile and gases being expelled from the barrel. However, thus effect only happens because they have mass. Lasers are light on a strict sense, and therefore don't have any mass and can't generate recoil.
    1. RelaxItsOk
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      For balancing reasons they have recoil.

      Nobody has ever made a handheld weaponised laser before but all seem super confident a handheld laser weapon would not move when firing.
      You need to remember that the laser is being generated internally, potentially causing some serious heat & gas expansion.
      Laser weapons in this game are not caused by light, but actually generated using fusion energy.
      The laser itself would not cause a kick, but there are moving parts inside these laser weapons like gears.

      I make no claim that laser weapons would or should have recoil, but in this mod I aim to achieve a unique and immersive feeling when firing any and all weapons. A laser weapon absolutely should be bouncing around to simulate imperfect assembly. 

      Eventually levelling up your Gun nut and Science, you will be able to completely mitigate recoil on these laser weapons, but at their standard variants, they should feel clunky. I explain this by having more efficient parts, and therefore the gears can turn more efficiently and more heat can be contained, the mods in this game are not meant to be magic, there's meant to be scientific properties behind each of the benefits they bring. 

      Of course the other option is to severely decrease the fire rate of the laser weapons instead of adding recoil, this I might tinker with, But I do still love the idea that a wastelander managed to configure a full-auto laser weapon and the thing can barely hold itself together (without the right parts).
    2. dragnierdraconai
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      Check out the old mod Lasers Have No Recoil. They added a heat transfer mechanic to grips and such in place of the recoil but it isn't maintained anymore and would need so many patches... maybe you could re-tool the idea here?

      In addition, could you make a patch for your mod to work with Horizon?
    3. RelaxItsOk
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      I have already simulated a heat transfer mechanic using bethesda's already built systems. This is done by adding to the angle of the laser after every shot, whilst also adding a timer that must be reached before the weapon begins to lower the angle (dissipate the heat) This will be expanded on further in my other mod Fallout More and I might eventually bring the changes here.

      TLDR: Heat transfer is already a thing in this mod, but I would like to expand on it.

      In regards to Horizon, patching would be a simple process. In the next update i'll be seperating the weapon recoil from the weapon mod changes to make patching things like Horizon even easier.
    4. Chris346logo
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      If possible could you release a patch that excludes laser and plasma weapons? You may disagree on the concept but having the option would be awesome as I would love to use and endorse this mod but can't because of Lasers Have No Recoil. Also can you clarify if this removes the recentering from recoil?
    5. RelaxItsOk
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      I can upload a version where lasers have no recoil but increase the "heat" mechanic to balance it out, if that's something you'd be happy with? The heat mechanic basically increases spread the more you fire and decreases spread when you stop (the gun is cooling down)

      And yes there's a version for "no automatic recovery" in the FOMOD installer.
    6. TheRealGeneral
      TheRealGeneral
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      Also it's a game and who doesn't like the the laser weapons to have a nice powerful visual punch to them. And if you are being completely accurate you wouldn't see or hear them either, do you really want that? No people like star wars blasters. 😁
  5. SaucepanSF
    SaucepanSF
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    Great mod. Makes quite a difference. 
  6. Denixerianer
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    any chance for a patch for the attachment pack? The stuff added from it makes it so that when selecting everything that has better recoil control that the recoil actually goes into the negative (gun going down)
    1. RelaxItsOk
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      No attachments are modified in the current version of this mod.
  7. Magickingdom
    Magickingdom
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    I recently installed Doom based Mac-11 Machine pistol. After watching some youtube videos of the weapon being fired live, it was clear that the recoil of the game mod version was way to high. I have messed around with the Aim model settings, and managed minor improvement(Fo4edit). But recoil is still to high.
    I would love to hear any pointers and tips to make this weapon kick ass. Bullets shop in the sky are a foolish waste.
    Thank you.

    MAC-11 Machine Pistol - Standalone
    https://www.nexusmods.com/fallout4/mods/10211

    Youtube video
    https://www.youtube.com/watch?v=rCGxx89JgjE
    1. RelaxItsOk
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      If you're going for realism I would recommend the following values:

      Spoiler:  
      Show
      CoF - Min Angle = 3.0
      CoF - Max Angle = 7.0
      CoF - Increase Per Shot = 0.35
      CoF - Decrease Per Sec = 4.0
      CoF - Decrease Delay MS = 133

      Recoil - Diminish Spring Force = 147.0

      Recoil - Max Per Shot = 0.4
      Recoil - Min Per Shot = 0.37

      Runaway - Recoil Shots = 9

      If you find the Recoil is still too high, tweak Recoil Min & Max accordingly whilst keeping them both around 5-15% of each other.

      If there's anything in particular you want to feel different about the weapon, just ask and i'll try my best to provide decent values.
    2. Magickingdom
      Magickingdom
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      Thank you for such a quick reply, and detailed help. VERY much appreciated.
    3. Magickingdom
      Magickingdom
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      Thank you once again. I now have the recoil on my Mac-11tuned to be very much like that shown in the live fire video.
  8. Punisherx7
    Punisherx7
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    I appreciate this mod bc many games try to balance automatic weapons by nerfing the damage they do. This is completely unrealistic and unnecessary bc in real life there are already dynamics that balance automatics and single fire, e.g. recoil. That's why the U.S. army switched many m-16 models to 3 rd bursts, bc the recoil and muzzle climb just emptied your clip and were wasted. A bullet doesn't do less dmg bc it comes out of an automatic BUT much less of them will actually hit the target. Many real life things already have built in balance so game developers don't need to come up w unrealistic balancing solutions thru ignorance. So ty for your hard work. One question tho, I read that FO4 reduces the dmg on autos by 30%, but as stated above, this is not necessary if you balance things thru recoil, sooooo it would be cool if you could make an option to disable the 30% nerf. So would you?
    1. RelaxItsOk
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      For some weapons (See the description) I have already modified the full auto receivers to do more damage than vanilla, they still contain a damage nerf but closer to 10-15% rather than 30%. Which I personally feel is a good middle ground between realism, and game balance. 

      If I was to make automatic receivers do the same damage as semi-auto I would have'to tweak several other things to make it a fun experience, as this is a game first, simulator second for most.

      Also thank you for the kind words, I have taken an extended break from modding FO4 but I hope to get back into it one day and finish all the attachments for every weapon :)
    2. Punisherx7
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      You are most welcome and ty so much for your hard work and kindness in sharing.  Another quick question: I am a fellow realism fan, so I want to install your excellent mod, but also Weapons of Fate, Weapon Jams, and Weapon Improvements and Tweaks. I think they would probably not conflict, however your are the expert, soooo...do you think it is cool to install these along side yours?
    3. RelaxItsOk
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      Just took a look at those mods and all 3 should be mostly compatible. Saw no mention of weapon mods being altered, but if they are then whichever mod you load last in your load order will win the minor conflicts with those and will cause no issue in your playthrough.
    4. Punisherx7
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      The author of Weapon Jams says on his page,
      “-Added "Advanced Automatic Receivers" to the mod lists to allow automatic weapons to become fully upgraded.”
      Does this mean that he altered the weapon mod records that could conflict with your edits of the weapon mod records? Or am I reading that wrong?
      Just curious
      Ty for your help and kindness btw
    5. RelaxItsOk
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      Took another look at "weapon jams" and yes some of the records conflict. I'd recommend giving priority to "weapon jams" and loading their mod after mine. "Weapon jams" completely removes the damage nerf to automatic receivers which is what you wanted.
    6. Punisherx7
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      Cool ty for checking that out. Is the conflict between the 2 something that is a merge patch or downloadable patch could fix?
    7. RelaxItsOk
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      It's a case of 2 different values for 2 different mods. Letting 1 win outright is your best bet for balancing reasons, the mods you mention most likely don't alter the "aim model" which is where the recoil values mainly go. So they will work together fine, it's up to you which one you let win in terms of weapon mods, or you can use FO4edit to compare the differences.

      -In other words, there's no way to "patch" something when they both have different ideas of what they want to achieve. But this will have no negative effects on your game necessarily.
  9. RustyGuy98
    RustyGuy98
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    I love this mod and I was wondering if you could please create a patch for Combined Arms - Expansion Pack ? https://www.nexusmods.com/fallout4/mods/53000

    and how can I turn auto recoil recovery off on the other patches you've made?
    1. RelaxItsOk
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      I already had the patch ready and forgot to upload it, thanks for reminding me :)

      To remove automatic recovery you'll need to open up the .esp in Xedit (FO4Edit) and change "Recoil Diminish Spring Force" to 0.0 You have'to do this for each Aim Model.
  10. ViralTank
    ViralTank
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    idk if you still maintain this mod but would it be possible for to add an option to turn off the auto recoil recovery? no other mods that do it work with yours :(
    1. RelaxItsOk
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      Done. :)
  11. prazisions
    prazisions
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    Endorsed.
    I love how this mod makes firefights much more enjoyable. With a combination of damage and ballistics overhaul mods, it effectively removes most of the OP elements of the game, turning it into an intense, addicting open-world shooter.
    However, I do feel automatic weapons' recoils are a bit too excessive. Reminds me of those Counter-Strike AKs where it feels way too jerky and bouncy compared to RL recoils. I am going to try out the controller version to see if it feels better.
    1. RelaxItsOk
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      Thankyou for the feedback!

      Yes I made the full auto recoil feel very jerky to try and encourage short controlled bursts, and/or to reward players who can control the recoil pattern. (I took inspiration from games like PUBG, in that regard)

      Have you tried using compensator/muzzle/suppressor? and/or full stock/grips?

      If you have, then please let me know which weapons in particular feel unsatisfying and i'll take a look.