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DankRafft jojosmo novon1 and me

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Giammotto

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22 comments

  1. Craola
    Craola
    • member
    • 22 kudos
    >Shoot rock
    >Takes damage.
    >Shoot bullet forward, hits ground
    >Takes damage.

    Wow. Nice. :C
  2. Zhnety
    Zhnety
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    • 1 kudos
    Hello! Will you make another version with the new ECO Redux? I REALLY LOVE THIS ONE, but can this even work with eco redux? Well don't wanna be that guy, but please make one for the new penetration framework eco redux ,if you have time :D (PLSSS >:[)
    1. Giammotto
      Giammotto
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      I'll look into it man, hadn't heard about ECO updating I have to see the structure of that mod and see if the update is doable
    2. Hypnotorious
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      +1
  3. dantem972
    dantem972
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    Hey so I'm using this patch with all the required mods and the ballistics and effects seem to be working and ECO and the penetration options appear. However, the penetration itself doesn't seem to be working. Granted I haven't yet to start manually patching and using wyre bash to make a bash patch, because I'm still doing preliminary testing. I think the issue comes from using Modern Firearms 2.6.9, but I'm not sure how or why. From my understanding of the Real Time Cover Penetration Framework is that the penetration comes from the explosion value in the projectiles found in xedit. But from what I can tell from looking in xedit is that Modern Firearms draws from the vanilla projectiles, at least for the the non-explosive regular small arms ammo. Any input/help from anyone would be appreciated!
    1. Giammotto
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      The projectile override should take priority over any changes that modern firearms applies, have you tested thoroughly to see if it works or not? also let all the mods required overwrite modern firearms, put them lower than MF, keep in mind it's not perfect, some materials are still impervious to bullets and also the only way to check if it's working or not is to shoot a living actor behind a penetrable surface, the penetrator projectile doesn't create any decals or impacts with the enviroment only with living actors, test more and let me know!
    2. dantem972
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      I've tried shooting people in diamond city through the light poles, codsworth through the walls of the houses in sanctuary, and super mutants through light poles near boston common. I have MF above the framework, eco, eco penetration framework, burst impact blast FX, and the ECO PF BIB patch, in both the mod load order and the plugin load order. I'll do some more testing on more materials and see how that goes.  
    3. dantem972
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      I did some brief testing shooting at npc's through materials and I did manage to hit diamond city security though some metal beams, however this might be a false positive due to me having diamond city expansion and some of these beams do and don't have collision. For what it's worth the beam I got the shot through did have collision not allowing me to walk through. I also did some shooting through various materials throughout downtown boston at super mutants and raiders to no avail. I'm going to try to see if I can make/find some kind of test cell to try and more reliably test penetration through different materials.  
    4. Giammotto
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      Is it possible you have some mod touching the materials or collision layers of various props? This definitely sounds weird
    5. dantem972
      dantem972
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      ?I have luxor8071's HD overhaul and replaced the textures manually instead of going through MO2, so I can't compare in xedit to see if there are collision/materials that overwrite the vanilla. Although I wouldn't assume they would touch anything other than the textures themselves. I also have BenRierimanu's  PRP pack as well, this was done through MO2 though. From what I can tell these don't touch collision or materials either, it seems as if the fallout esm is the only thing touching collision. Let me drop my current load order for reference. ?
      Spoiler:  
      Show

        0  0     Fallout4.esm
        1  1     DLCRobot.esm
        2  2     DLCworkshop01.esm
        3  3     DLCCoast.esm
        4  4     DLCworkshop02.esm
        5  5     DLCworkshop03.esm
        6  6     DLCNukaWorld.esm
        7  7     Unofficial Fallout 4 Patch.esp
        8  8     HUDFramework.esm
        9  9     XDI.esm
       10  a     WorkshopFramework.esm
       11  b     TrueStormsFO4.esm
       12  c     SettlementKeywords.esm
      254 FE   0 CellRespawnMod_SURVIVAL_QUICK.esl
      254 FE   1 ImmersiveDogmeatQuietPaws.esl
      254 FE   2 Immersive_MolotovsESL.esl
      254 FE   3 WhirligigRadarStation.esl
      254 FE   4 PPF.esm
      254 FE   5 VC_Gage_Fix.esl
      254 FE   6 VendorCaps.esl
       13  d     Homemaker.esm
       14  e     CleanMySettlement.esm
      254 FE   7 VCM_LibrarySupportPlugin_F-ESL.esl
       15  f     Fixed Alpha Maps.esp
       16 10     SettlementMenuManager.esp
       17 11     console.esp
       18 12     TrueStormsFO4-FarHarbor.esp
       19 13     TrueStormsFO4-NukaWorld-FH-Compat.esp
       20 14     TrueStormsFO4-EarlierSunsets.esp
       21 15     TrueStormsFO4-EarlierSunsetsFH.esp
       22 16     TrueStormsFO4-FarHarborExtraRads.esp
       23 17     TrueStormsFO4-GlowingSeaExtraRads.esp
       24 18     R&AO Reduced Vault Reverb Patch.esp
       25 19     LOST Audio Tweaks.esp
      254 FE   8 AT - DC Ambience and RAO Patch.esp
      254 FE   9 AT - True Storms Patch.esp
       26 1a     AnimChemRedux.esp
      254 FE   a FO4HHS.esp
       27 1b     DX_Magnolia_New_Look.esp
       28 1c     PersistentVolumeSliders.esp
       29 1d     UltraInteriorLighting.esp
       30 1e     Immersive HUD.esp
      254 FE   b M8rDisablePipboyEffects.esp
       31 1f     SurvivalOptions.esp
       32 20     Skip DIMA memories.esp
       33 21     Modern Firearms.esp
       34 22     Modern Armors.esp
       35 23     M8r_Tags_Modern_Armors.esp
       36 24     Companion Fall Damage Immunity.esp
       37 25     Faster Terminal Displays (20x).esp
       38 26     Project Reality Footsteps FO4.esp
       39 27     Classic Fallout Music.esp
       40 28     Classic Fallout Music Far Harbor.esp
       41 29     Classic Fallout Music NukaWorld.esp
       42 2a     Reverb and Ambiance Overhaul.esp
       43 2b     FO4Hotkeys.esp
       44 2c     Multiple Floors Sandboxing.esp
       45 2d     Quieter Settlements - Recommended Settings.esp
       46 2e     More Where That Came From Diamond City.esp
       47 2f     LooksMenu.esp
       48 30     LooksMenu Customization Compendium.esp
       49 31     Motoko Hair.esp
       50 32     AzarPonytailHairstyles.esp
       51 33     The Eyes Of Beauty.esp
       52 34     No Combat Boundaries.esp
       53 35     Tactical Flashlights.esp
       54 36     Tactical Flashlights - Settings.esp
       55 37     Deeper Thoughts - Expressive Curie.esp
       56 38     K9TacticalHarness.esp
       57 39     AllSetsExtended.esp
       58 3a     Better Landscape Grass.esp
       59 3b     Lush Landscapes.esp
       60 3c     Boston Natural Surroundings.esp
       61 3d     ImmersiveGenericDialogues.esp
       62 3e     Some Assembly Required.esp
       63 3f     CrimeTown.esp
       64 40     W.A.T.Minutemen.esp
       65 41     CompanionAccuracy.esp
       66 42     DarkerNights.esp
       67 43     DarkerNightsDetection.esp
       68 44     BetterNightVision.esp
       69 45     UltraInteriorLighting_DarkerAmbience.esp
       70 46     UltraExteriorLighting.esp
       71 47     DiamondCityAmbience.esp
                 FO4LODGen-HighTrees.esp
       72 48     Passthrough.esp
       73 49     Better Explosives.esp
       74 4a     Interview.esp
       75 4b     M8r_Tags_Modern_Firearms_NoMfTags.esp
      254 FE   c Elzee Have a Seat.esp
      254 FE   d Elzee Breathe.esp
      254 FE   e Stimpaks help you breathe.esp
       76 4c     DT_GunnerOutfitPack.esp
      254 FE   f DT_GunnerOutfitPack_Patch.esp
       77 4d     DTG_LeveledListIntegration.esp
       78 4e     LongerRangeProjectiles.esp
       79 4f     ModernFirearmsReplacer.esp
       80 50     AKW_DamageWeaponUpgrade.esp
       81 51     CalibratedToModernFirearms.esp
       82 52     CalibratedFarHarbor.esp
       83 53     CalibratedNukaWorld.esp
       84 54     ImmersiveScrapping_FarHarbor.esp
       85 55     Marmo1233 - Immersive Settlers.esp
       86 56     FineZoom.esp
       87 57     GR123 West Tek Tactical Gloves.esp
       88 58     FIS-Naming-Weap-Armo-EN.esp
       89 59     flares_mc.esp
       90 5a     roadflare.esp
       91 5b     ASEFarHarbor.esp
       92 5c     IcebreakerCDO-Piper.esp
       93 5d     AttackSpawnsOutsideSettlement.esp
       94 5e     AmazingFollowerTweaks.esp
      254 FE  10 Keep Radiants In Commonwealth.esp
       95 5f     MilitarizedMinutemen.esp
       96 60     MilitarisedMinutemen_PatchesAddon.esp
       97 61     More Smarter Companions Mod.esp
       98 62     CurieAccuracy.esp
       99 63     LovingCurie_1.0.3b.esp
      100 64     LovingCait.esp
      101 65     LovingPiper_LCC.esp
      102 66     MSCM - Loving Cait - Patch.esp
      103 67     MSCM - Loving Curie - Patch.esp
      104 68     MSCM - Loving Piper_LCC - Patch.esp
      105 69     MF MM Patch.esp
      106 6a     ImmersiveScrapping.esp
      254 FE  11 UncappedSettlementSurplus.esp
      107 6b     WorkshopRearranged.esp
      108 6c     DV-Invincible Vertibirds.esp
      109 6d     DV-No Levelled Vertibirds.esp
      110 6e     ShellRain.esp
      111 6f     PD_VisualReload.esp
      254 FE  12 WDS.esp
      112 70     LaserTargeter.esp
      113 71     IcebreakerCDO-Settlements.esp
      114 72     RecycleBottles.esp
      115 73     QuickTrade.esp
      116 74     BE_Enhanced Grenades.esp
      117 75     Better Explosives - Grenade Frequency 30.esp
      118 76     Better Explosives - Perks redone - No Trajectory.esp
      119 77     DiamondCitySWAT.esp
      120 78     AutoDoors.esp
      121 79     BetterJunkFences.esp
      122 7a     BrighterSettlementLights_LessHarsh.esp
      123 7b     Better_Settlement_Defence.esp
      124 7c     ConstructionLight_ExtraBright_Shadows.esp
      125 7d     DD_All_the_COncrete.esp
      126 7e     Docile Radstags.esp
      127 7f     FO4 NPCs Travel.esp
      128 80     Journal.esp
      129 81     Hamed Bridge.esp
      130 82     Hamed Taneh-e-Derakht Wall.esp
      131 83     HamedSimKhardar.esp
      132 84     HamedSimKhardar Auto Doors Patch.esp
      133 85     Hamed Taneh-e-Derakht Wall Auto Doors Patch.esp
      134 86     Journey.esp
      135 87     LongerPowerLines3x.esp
      136 88     Thematic and Practical.esp
      137 89     Thematic and Practical - DLC.esp
      138 8a     RealTroughs.esp
      139 8b     Sandbag Fortifications - Version 2C.esp
      140 8c     SSEX.esp
      141 8d     WestTekTacticalOptics.esp
      142 8e     Penetration Framework.esp
      143 8f     ECO.esp
      254 FE  13 ECO_INNRoverride.esp
      254 FE  14 Physics Sound Overhaul.esp
      254 FE  15 Bullet Impact Overhaul.esp
      254 FE  16 ECO_PenetrationFramework.esp
      254 FE  17 Burst Impact Blast FX.esp
      254 FE  18 ECO PF BIB PATCH.esp
      144 90     FO4LODGen-DLCCoast.esp
      145 91     FO4LODGen-DLCCoast-WindTurbines.esp
      146 92     FO4LODGen-DLCNukaWorld.esp
      147 93     FO4LODGen-DLCWorkshop03.esp
      148 94     FO4LODGen-FullModelLOD.esp
      149 95     FO4LODGen.esp
      254 FE  19 MyLOD.esp
      254 FE  1a PRP.esp
      254 FE  1b PRP-Hotfix.esp
      254 FE  1c PRP-Compat-UEL.esp
      254 FE  1d PRP-Compat-DCA.esp
      254 FE  1e CrimeTown[Previsibines].esp
      150 96     TrainBar.esp
      151 97     Stm_DiamondCityExpansion.esp
      254 FE  1f PRP-Compat-UIL.esp
      254 FE  20 PRP-Compat-UIL-Darker.esp
      152 98     A Sensible Prydwen Overhaul.esp
      254 FE  21 AbernathyFarm_DC_F-ESL.esp
      254 FE  22 Bunker Hill DCnR_F-ESL.esp
      254 FE  23 CoastalCottage_DCnR_F-ESL.esp
      254 FE  24 CountyCrossing_DCnR_F-ESL.esp
      254 FE  25 Cov-TBH-DCnR_F-ESL.esp
      254 FE  26 CroupManor_DCnR_F-ESL.esp
      254 FE  27 DaltonFarm_DCnR_F-ESL.esp
      153 99     EchoLakeLumber_DCnR_F-ESL.esp
      254 FE  28 EgretTours_DCnR_F-ESL.esp
      254 FE  29 FinchFarm_DC_F-ESL.esp
      254 FE  2a Graygarden_DCnR_F-ESL.esp
      254 FE  2b GreentopNursery_DCnr_F-ESL.esp
      254 FE  2c HangmansAlley_DC_F-ESL.esp
      254 FE  2d JamaicaPlains_DCnR_F-ESL.esp
      254 FE  2e KingsportLighthouse_DCnR_F-ESL.esp
      254 FE  2f LongfellowsCabin_DCnR_F-ESL.esp
      254 FE  30 MurkwaterConstruction_DCnR_F-ESL.esp
      254 FE  31 NordhagenBeach_DC_F-ESL.esp
      254 FE  32 RedRocket_DC_F-ESL.esp
      254 FE  33 Sanctuary_DCnR_F-ESL.esp
      254 FE  34 SomervillePlace_DCnR_F-ESL.esp
      254 FE  35 SpectacleIsland_DCnR_F-ESL.esp
      254 FE  36 StarlightDrivein_DCnR_F-ESL.esp
      254 FE  37 SunshideTidings_DCnR_F-ESL.esp
      254 FE  38 TenpinesOutpostZimonja_DCnR_F-ESL.esp
      254 FE  39 TheCastle_DC_F-ESL.esp
      254 FE  3a TheSlog_DC_F-ESL.esp
      254 FE  3b WarwickHomestead_DC_F-ESL.esp
      154 9a     ImmersiveDrumlinDiner.esp
      254 FE  3c ImmersiveDrumlinDiner-eXoPatch.esp



    6. Giammotto
      Giammotto
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      • 93 kudos
      I really don't know man.. maybe try putting my patch dead last? if this only occurs with explosive ammo, I remember penetration framework requiring the initial projectile type to be a missile or beam, have you tried with regular guns and regular ammo to see if the issue persists? never had this issue before, the only thing that could be causing this is either incompatible ammo or wrong collision layer information
    7. dantem972
      dantem972
      • member
      • 0 kudos
      I tested some vanilla weapons and regular ammo with the patch at the bottom of the load order and still no penetration. I'm kind of at a loss because nothing else seems to be touching the collision layers except the fallout 4 esm and the mods related to penetration, with no conflicts to boot. And MF the only mod that touches the ammo/projectiles other than BIB FX. I'll try and message luxor to see if his texture pack changes the collision layers at all, which I don't think it does. Also the MF discord to see if anyone else has done this before to see if they have had issues or not. I'll do my best to update if there are any changes or I have any new information. I appreciate your help!   
  4. shurcabesha
    shurcabesha
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    • 33 kudos
    Hi, I wanted to let you know that version 1.1.1 shows me this error with Wyre Bash (I haven't tested the previous ones):

    HITMEs
    The following plugins have HITMEs (Higher Index Than Masterlist Entries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to improperly remove a master. The behavior of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the HITMEs corrupted the plugin. The safest course of action for a user is to uninstall it.
    •  ECO PF BIB PATCH.esp: 80 HITMEs

    I hope you can fix it, thank you.
    1. Giammotto
      Giammotto
      • premium
      • 93 kudos
      damn, I must have made some blunder when copying the records from the original mods, it doesn't seem to cause any issues in game though and I guess the master it's referring to would be ECO PF, do you really think it's an issue? couldn't find much info online about HITMEs
      alright it should be fixed, it just needed resaving in the creation kit, we should be good now!
    2. shurcabesha
      shurcabesha
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      • 33 kudos
      Thank you very much for your immediate response resolving the problem, I really wanted to try this mod after seeing how interesting the others you have developed are  =)
  5. RickThedope
    RickThedope
    • BANNED
    • 42 kudos
    thank you!
  6. RBxDash
    RBxDash
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    • 12 kudos
    Very often when shooting through a wall (or even shooting at the terrain) i can hear multiple "tap" sounds some short moments after (i'm thinking that maybe it is the bullet hitting another object, and then another and then another?)

    Is this expected behaviour?
    I am using some mods that make certain audio in the game louder (bullet impact/bullet casings/item collision etc.)
    so it might also enhance these sound effects that mightve been unnoticable otherwise.

    Other then that mod works great!

    EDIT: Turns out i'm dumb as a rock, those sounds were bullet casings hitting the floor lol
    1. Giammotto
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      • 93 kudos
      indeed I fixed that, it came from physics impact overhaul there was a very weird repetitive sound that I tweaked to sound better, it usually occurred when a bullet casing hit wooden surfaces
  7. TehDave
    TehDave
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    • 13 kudos
    Adding proper ballistics for all rounds would be wonderful honestly. Not gonna satisfy the milsim crowd who demand accurate-to-real-life ballistics for every single one of the 100+ bullet types their gun mods use but will be enough for most people.
    1. Giammotto
      Giammotto
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      • 93 kudos
      I've been thinking about it and I want to do it, only it's a bit outside of my modding skill even though it's something I want to learn, it's both difficult to practically implement and difficult to plan out because I would need to greatly expand the workbench menu created by dankrafft to include a lot more entries, we would need 20 entries per caliber to satisfy the variation in damage that each player uses
      If I mod my game so that the 10mm pistol does 200 dmg I would need to accomodate that with 20 slots entirely devoted to 10mm variable damage and ballistic properties, do it for each caliber and it gets out of hand quick so I need a good game design solution that satisfies everyone and is smartly implemented
    2. TehDave
      TehDave
      • premium
      • 13 kudos
      I feel like your baselines in the descriptions are a good start already just for a 'one size fits most' solution as far as penetration values go, damage wise I think you could just do with 4-5 damage presets for each round type, like 10, 25, 50, 75, 100. I feel like that would cover most of the range of what most people have their base gun damage at (especially for vanilla rounds, which I'm taking fairly good care to stick to because I hate caliber/weapon soup), and then overall gamemode damage scaling can handle the rest (personally I go for 1:1 damage in/out ratio). The damage of the created penetrator DOES scale with some things apparently as per
      ?Penetration damage is ballistic and interacts with Damage Resistance. Benefits from limb modifiers. Damage scales directly with
      Demolition Expert, Adrenaline Perk level, and global damage settings. It
      does not appear to scale with weapon perks at all.
      so I feel like other systems could  potentially pick up the slack as far as a generic range of damage goes.
      Obviously though the only truly good option is the user manually patching their weapon load order and setting up/merging it themselves so It Just Works™.
    3. Giammotto
      Giammotto
      • premium
      • 93 kudos
      Just wanted to keep you up to date: I almost have a version with proper calibers, damage and ballistics, very soon you'll see it