The magic effects within the template for the normal burst fire have the wrong type associated to them. They have 'peak value modifier' but should be 'script'.
In videogame "Warframe" exists weapon "Quartakk". Its a quad-barrel assault rifle that shoots from all four barrels simultaneously, its in the category of weapons with burst-fire mode. In Warframe, Quartakk can be used as a shotgun if you hip-fire with it, or as a sniper (or very accurate) rifle if you ADS with it. I know how to change accuracy while hip-firing and ADS-ing, but I'm curious about BFF.
With this framework, can I implement four-round, simultaneous burst into Fallout 4? And how does "Two Shot" legendary effect works with BFF? I don't have a direct access to Fallout 4 right now to test it out myself, thats why I'm asking.
I'm having an issue with some of the functionality of this framework through it's use in ECO. I tried DankRafft's page for the extension but he recommended I ask here as he wasn't sure.
For some reason, 2-shot burst overrides every option I pick other thank Semi-auto. Every now and then 3 shot burst will work. Automatic fire no longer works.
I tried a fresh install of both the framework and the Dank-ecobff extensions but the problem persists. I couldn't find any info on Load Order but I have the framework .esm before the Eco and ecobff .esl's. I also couldn't sort the bff.esm using the "mod type" trick that I used for every other mod.
've exhausted my personal knowledge of FO4 mod tools trying to figure out the issue, but if anyone has any insight I would greatly appreciate it.
Oh You're the same guy who made minigun overhaul mod way back 2015! I'm Glad you updated the the chaingun because It was one of my favorite thing but It does decrease FPS significantly every time I shoot it. I'm just getting back to play fo4 again and really surprised there are updates. Love it man.
im truly sorry you got blocked I hate when people make great mods like this and their are just RESOURCES i mean the burst fire is a really cool thing that could bring balance to the game if it would ever be implemented right
No, that's not the reason why I blocked you. You asked some questions and I responded in detail. Then a couple of days/weeks later you asked the same questions again, both on the same mod page and on some of my other ones. And I replied again and pointed out that I already answered your questions. And then when you asked the same questions again, for at least the third time, I was tired of repeating myself and seeing my previous detailed responses being ignored. I responded with the following:
Either you're trolling or you don't actually read the responses to your comments for some reason. Either way, that makes trying to communicate with you pointless.
Then I blocked you. The fact that you don't know why I blocked you - your last post and my reply to it are still available - means that you also didn't read my explanation why I blocked you and that means I was right.
@Dankrafft I wasn't trolling, I'm trying to fix the problem with the legendaries and the burst fire problem. I fixed the legendaries problem, but i have a new problem with the burst fire mod, all automatic weapons are all burst fire and I need to know how to fix the problem. I didn't get notifications from Nexus from you. So I couldn't tell if i got a response from you or other users.
Now we just need someone to make a real "assault rifle" for the game. Contrary to popular opinion what makes a rifle an assault rifle is the presence of a selector switch AND the ability of a single rifle to be switched between semi-automatic, burst and fully automatic. The vanilla "assault rifle" in the game is a sub-machine gun, not an assault rifle, because it only has the full automatic mode. It would be great if the "Service Rifle" mod had a selector switch. Maybe a hot key that could cycle between the three fire modes when pressed with the weapon equipped.
I didn't ask, there's google if I am ever interested.
Incomplete -- aside from select-fire capability, what is required for an assault rifle is an intermediate cartridge, which was stronger than pistol rounds but weaker than full-powered rifle rounds, such as then from the 7.92mm Mauser to the 7.92mm Kurz -- which Assault Rifle or "Sturmgewehr" as was first coined by Adolf Hitler himself, from MP44 to STG44. There was also a debate about the M2 Carbine being full auto and select-fire is also an assault rifle. And no, rifle rounds aren't necessarily bottlenecked or more specifically "over-bore" -- for example the .22 TCM, 5.7mm FN, the 7.62mm Luger, or the .357 SIG.
There's other replacers like Dak's MG. For the select-fire rifle, I already tried that with the Magnum Rifle. It works by having an enchantment that is active selectively, either during ADS or not during ADS -- so you can have full auto hip-fire, but 3-round burst during ADS. You just need to know how to use my Framework.
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In videogame "Warframe" exists weapon "Quartakk". Its a quad-barrel assault rifle that shoots from all four barrels simultaneously, its in the category of weapons with burst-fire mode. In Warframe, Quartakk can be used as a shotgun if you hip-fire with it, or as a sniper (or very accurate) rifle if you ADS with it. I know how to change accuracy while hip-firing and ADS-ing, but I'm curious about BFF.
With this framework, can I implement four-round, simultaneous burst into Fallout 4? And how does "Two Shot" legendary effect works with BFF? I don't have a direct access to Fallout 4 right now to test it out myself, thats why I'm asking.
P. S.: I'm sorry for my bad english.
Could use the 4-round burst-fire with minimal firing interval. Problem is that, it is just single-shot in VATs.
Two-Shot is just +100% base damage and +1 projectile net of 2 bullets per shot.
Alternatively, you could make a custom ammo system that converts 4 of the ammo, into just 1 of these custom ammo, and back.
For some reason, 2-shot burst overrides every option I pick other thank Semi-auto. Every now and then 3 shot burst will work. Automatic fire no longer works.
I tried a fresh install of both the framework and the Dank-ecobff extensions but the problem persists. I couldn't find any info on Load Order but I have the framework .esm before the Eco and ecobff .esl's. I also couldn't sort the bff.esm using the "mod type" trick that I used for every other mod.
've exhausted my personal knowledge of FO4 mod tools trying to figure out the issue, but if anyone has any insight I would greatly appreciate it.
I'm Glad you updated the the chaingun because It was one of my favorite thing but It does decrease FPS significantly every time I shoot it.
I'm just getting back to play fo4 again and really surprised there are updates.
Love it man.
What exactly does that mean?
Also, while it is specified in the chaingun section, the BFF doesnt mention if it works with npcs. Does it?
Remember that this is scripting, so it has it's fair share of jank, as it is limited by computing power by relying on the engine.
So you better know what you're doing, and you should know how to solve this problem yourself, as pre-requisite.
even i added burst receiver, my gun shoots all bullets!
Incomplete -- aside from select-fire capability, what is required for an assault rifle is an intermediate cartridge, which was stronger than pistol rounds but weaker than full-powered rifle rounds, such as then from the 7.92mm Mauser to the 7.92mm Kurz -- which Assault Rifle or "Sturmgewehr" as was first coined by Adolf Hitler himself, from MP44 to STG44. There was also a debate about the M2 Carbine being full auto and select-fire is also an assault rifle. And no, rifle rounds aren't necessarily bottlenecked or more specifically "over-bore" -- for example the .22 TCM, 5.7mm FN, the 7.62mm Luger, or the .357 SIG.
There's other replacers like Dak's MG. For the select-fire rifle, I already tried that with the Magnum Rifle. It works by having an enchantment that is active selectively, either during ADS or not during ADS -- so you can have full auto hip-fire, but 3-round burst during ADS. You just need to know how to use my Framework.