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Author notes
Just message me to discuss what you want to do.
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Changelogs
Version 1.1.0
Book: Reintroduced the Artillery Field Manual to enable access to settings and information away from settlements.
Crafting: Added Artillery Field Manual crafting recipe to chem workstation under "ARTILLERY" category. Requires one cloth to craft. Not available for crafting if the player has a manual already in their inventory.
General: Set the version global value to 4.
Quests: Added Human Race check to the Assign Settler quest. This stops the quest assigning Dogmeat or robots which are likely buggy and not intended to be assigned to artillery pieces.
Quests: Added Stage 490 to the MinArtillery quest as a reset option. This allows users, via the in-game console,to force a code block to force end the quest and reset other object (artillery guns) related scripts.
Scripts: Added failsafe timer to progress fire mission in the event that artillery pieces fail to align on to target. Default setting is 30 seconds.
Scripts: Improvements made to the direct settler assignment code.
Scripts: Improvements to the artillery outfitter setting for applying to settlers assigned in the normal manner.
Scripts: Added a check on game start up to see if MinArtillery quest is running and then resetting it. This is designed to catch times where the script has failed or got stuck in an infinite loop. Allowing players to progress.
Textures: Created texture for the Field Manual based on the real life US Army FM 3-09 "Fire Support and Field Artillery Operations".
M1 Patch: Moved settlement object (memorial, ammo shells etc) crafting recipes to "DECORATION - MISCELLANEOUS" category to clearly define that they are static objects for decorative purposes only.
Horizon Patch: Small adjustments for visual compatibilty with 1.9.4
Version 1.0.2
Menu: Fixed bug that caused the intial settings menu to pop up on a new game causing an infinite loading screen. Initial setup menu should now appear once the player has left Vault 111.
Quest: Fixed bug that meant vanilla artillery could forever try to align to target causing the MinArtillery quest to bug with no fire mission. Introduced a 10 second failsafe timer before force firing.
Version 1.0.1
Menu: Fixed bug that caused the initial settings menu to always appear on game load. It is only intended to appear on first installs and mod updates.
Menu: Fixed bug that had the initial settings menu text all bold. Now just the title is bold font.
Quest: Fixed bug that meant the player could fire unlimited barrages with smoke grenades if using the Force Early Build setting and having Old Guns available but not completed.
Quest: Fixed bug that caused the player to be locked out of dialogue with Ronnie on Old Guns if they had the Force Early Build setting and received smoke grenades before returning to the castle and clearing the tunnels.
Version 1.0.0
Crafting: Fixed minor bug where artillery ammunition was craftable before Old Guns was completed.
Effects: Expanded Chemical weapon effects to scale with target health. The more base health a target has the more damage they will take. Separated effects into a persistent hazard and initial explosion. Initial explosion effects can be countered by wearing a gas mask.
Effects: Refined smoke screen effect to apply a -5 debuff on perception. Once out of the area that debuff should be removed.
Gameplay: Interacting with an unassigned artillery piece will give the player the option to remotely assign an unassigned settler to the gun.
Gameplay: Added ability to have composite fire missions comprising of different munition types.
Gameplay: New option for being able to build and use artillery without having to side with the Minutemen or complete Old Guns.
Gameplay: Added basic projectile dynamics to artillery shell travel time. The further the artillery piece the longer the shell is in flight. [Dev Note: this is the first iteration of this, I will refine it in later versions]
Gameplay: Set max ammo counts to 48 for Ammo OFF settings. Previously was 99 which was a pain to scroll through and would take forever to fire anyway.
Gameplay: Introduced "Immediate" and "Concentration" barrage types. Immediate means the artillery pieces will fire as soon as they are aligned and ready. Concentration means they will fire once the whole fire mission is ready, rounds should impact within a 3 second window, accounting for distance to travel.
Gameplay: Added small delay for artillery pieces not loaded in 3D world to lay on to target. This number is derived by a minimum laying time (defaults is 2 seconds) plus the time taken to 'turn' to the target, (default is 12 degrees/second).
Gameplay: Adjusted max ROF of minutemen mortar to 6 (was 4) rounds per minute.
General: Set the version global value to 3.
General: Attempted to fix (vanilla) issue of artillery shells not landing if targetting at extreme distances.
Items: Removed Field Artillery Manual. Gameplay settings are accessed via the interaction menu on any artillery piece. [Dev note: I will think of how to implement access to these settings remotely in the future, I want to avoid a holotape.]
Menus: Fixed issue on Supply Information Menu when selecting 'Settings' option. Button now functions as expected.
Menus: Large overhaul of settings and help menus. Removing placeholder text.
Meshes: Fixed missing nif files of ammo items.
Outfits: Added new bombardier outfit for use with the auto-assign feature. Current clothing items are: Army Fatigues, Army Helmet and light leather torso armour.
Quests: Added Random Encounter Settlement Artillery fire. On loading into a settlement there is a random chance for the artillery to fire a barrage after a random delay - this does not consume ammo. If the player calls in their own bombardment the RE quest is cancelled.
Quests: Enabled artillery missions to be called in other worldspaces (for DLC support). Player cannot be in an interior cell.
Quests: Fixed bug that meant the first battery location would never be filled.
Settings: Added menu on first startup to offer the player gameplay settings to customise at the initial stage. Players should only see this menu on the first instance that they install the mod or if an update is applied.
Settings: Added ON / OFF toggle for crafting recipes at the chem station, default is ON. [Dev Note: this is to de-clutter the chem station and designed for use with the DLC05 module]
Settings: Added ON / OFF toggle for having smoke grenades act as emergency flares. If ON then a fire mission called via smoke grenade will not give the player options instead all in range guns will fire one HE round. [Dev Note: Designed with co-operation with Binoculars Fire Support in mind]
Settings: Added ON / OFF toggle for settlers assigned to work on artillery to have a bespoke outfit applied.
Settings: Added setting to force enable the building and use of Artillery before the completion of Old Guns quest. This cannot be undone once selected
Scripts: Overhaul of backend scripts for quests interacting with artillery references. Laying foundations for future features.
Scripts: Fixed bug with MinArtilleryQuest script that would incorrectly state there were no artillery pieces avaialable if the number of unassigned artillery pieces outnumbered the assigned artillery pieces.
DLC05 Module: Created support for the contraptions DLC. Currently the player will need to empty the conveyer storage, on transfering ammo to the player's inventory it is automatically added to the settlement's ammo container.
DLC05 Module: New 'Artillery Shell Mill' craftable from the workshop - manufacturing menu.
DLC05 Module: All artillery shell crafting recipes can be set on the new mill via a terminal. Recipes will produce 1 shell every 5 seconds. Same perk and material requirements as those crafted at the Chem Station.
M1 Patch: Fixed incorrectly labelled Smoke round in fire mission munition settings.
M1 Patch: Set Max rate of fire to 4 RPM
M1 Patch: Set max traverse rate to 12 degrees/second
M1 Patch: Set minimum time to lay gun to 3 seconds
Horizon Patch: Fixed bug that allowed artillery shells to be crafted before completing Old Guns.
Horizon Patch: Added DEFUI label and changed text colour on the Weapons Lab recipe filter.
SimpleArtillery Patch: Archived. Mod is now redundant with FASO.
Version 0.2.BETA
Menus: Fixed bug on munition selection menu when using 'Ammo Off' which had the incorrect buttons assigned to each ammo type.
Menus: Fixed bug on fire mission main menu when using 'Ammo Off' which had incorrect font size.
Menus: Updated all menus to use new token system for data settings.
General: Added token system for setting munition data (type and number) and fire mission setting data (ROF and Spread).
General: Set version global value to 2.
Crafting: Added craftable Artillery flares at the chem station.
Scripts: Implemented token system into MinArtillery custom quest script. Removed obselete functions.
M1 Patch: Applied M1 Howitzer naming conventions for new token items.
M1 Patch: Applied M1 Howitzer ammo meshes to new token items.
Horizon Patch: Patched ammo crafting recipes to be at the weapons lab and use Horizon perks and materials. [Dev Note: Given in the current BETA the only way to gain more ammo is via crafting the materials and perks required are purposefully low]
SimpleArtillery patch: Ensured balance between the two mods.
Version 0.1.BETA
General: Increased range of artillery to 75000 units (vanilla value is 50000). [Dev note: this allows artillery to cover approx a third of the map]
General: Removed cooldown timer between calling in artillery support.
General: Added ammunition management system to distribute ammo between settlments and artillery.
General: Configured ammo management system for player choice of off, light or full. Default on install is Full.
Crafting: Added ammunition crafting recipes to chem workstation under "ARTILLERY" category.
Crafting: Added automatic item system to take artillery shells immediately from the player and to the ammocontainers.
Crafting: Updated description of Artillery piece crafting recipe to show limit of 6.
Effects: Added Chemical Blister agent magic effect and hazard. Current version early in development.
Items: Added different artillery shells: HE, Chemical, Illum, Illum IR and Smoke.
Items: Added Artillery Field Manual as the method to tweak in game settings.
Items: Added function for player to access artillery network information by interacting with artillery pieces.
Quest: Increased number of settlements that can contribute to artillery stikes to 4 (vanilla value is 3).
Quest: Added fire mission control menu for player to choose artillery options.
Quest: Set Rate of Fire limit to 4 RPM [Dev Note: This is based off the real life M1 Howitzer].
Quest: Added Controller Quest to manage mod versions and background functions.
Scripts: Changed script attached to Artillery pieces to custom version.
Scripts: Changed script attached to MinArtillery quest to custom version.
Settlement: Removed restriction for only allowing artillery to be built in the commonwealth.
Settlement: Limited each settlement to 6 artillery pieces. [Dev note: this is based of common battery size for a 155m howitzer and for balance]
M1 Patch: Carried over ammunition naming.
M1 Patch: Carried over ammunition shell mesh from mod.
M1 Patch: Carried over artillery piece mesh from mod.
M1 Patch: Adjusted ArtilleryReferenceScriptCustom to use M1 Howitzer animation.
Overview:
Vanilla artillery is pathetic to the point of being useless. Other mods have overcome this such as Angry Artillery and Configurable Artillery, though they aren't necessarily balanced or streamlined for on the move gameplay. This mod seeks to provide a comprehensive overhaul to the artillery system. Meaning high explosive barrages are more powerful amongst other additional features to make artillery versatile, useful and practical.
Key features:
Removed global cooldown timer between artillery uses
Increased range of artillery
Allowed artillery to built in worldspaces outside the Commonwealth
New ammunition types, such as illumination flares and chemical rounds
New bombardment code to increase lethality
New ammunition management system for balance
Function:
On its own the mod initiates an artillery barrage the same as in vanilla via the smoke flare. Though my other Call in Fire Support (and the Stingray version) rectifies the shortcomings of that system. Once a target is selected on flare thrown that is when this mods functions kick in. The quest scripts have been heavily modified to offer the player choice over the ammunition type and fire mission settings for the support they need. Once the fire mission begins the updated scripts ensure that the result (if high explosive) is devastating. To balance against this I have created an ammunition management system, that can be disabled, limiting the player on how often they can call in bombardments.
Note that this video is from pre-v1.0.0
Load order:
The only master for this mod is Fallout4.esm.
Compatibility:
This mod is not compatible for use with Simple Artillery Strikes, Angry Artillery or Configurable Artillery, there may be others too that conflict. If the mod touches artillery scripts it is 100% not compatible.