Fallout 4

File information

Last updated

Original upload

Created by

Sars99

Uploaded by

Sars99

Virus scan

Safe to use

146 comments

  1. Sars99
    Sars99
    • premium
    • 54 kudos
    Locked
    Sticky
    Announcements
    After way too long I have finally managed to get the mod to the stage that I consider it version 1.0! Really happy with what I've managed to get through in my testing, but that no doubt means there's bugs out there. Please help me by reporting them in as much detail as possible in the dedicated bug section.

    Remember I cannot account for every modlist or mod conflict, I have updated the description page to highlight some compatibilities that I am aware of.

    Bug reporting. If you find a bug please give me as much detail as possible, as a minimum the following is useful to me:


    • on other mods that may be conflicting
    • what you were doing at the time the bug appeared
    • whether you installed this mod part way through a save

    Feedback. My time to mod is limited but I've really enjoyed making this project and want to make it the best it can be. In addition to bugs I welcome feedback on the systems, their implementation and balancing. I may not agree or add in your suggestions but I will certainly consider it and answer any comments.

    Changelog.

    ---------- v1.1.0 - 20/03/2024 ----------
    Spoiler:  
    Show
    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.

    ---------- v1.0.2 - released 23/10/2023 ----------
    Spoiler:  
    Show

    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.


    ---------- v1.0.1 - released 19/10/2023 ----------
    Spoiler:  
    Show

    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.


    ---------- v1.0.0 - released 16/10/2023 ----------
    Spoiler:  
    Show

    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.


    ---------- v0.2.BETA - released 20/04/2023 ----------
    Spoiler:  
    Show

    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.


    ---------- v0.1.BETA - released 15/04/2023 ----------
    Spoiler:  
    Show

    Settlement: Limited each settlement to 6 artillery pieces. [Dev note: this is based of common battery size for a 155m howitzer and for balance]
    Settlement: Removed restriction for only allowing artillery to be built in the commonwealth.

    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.

    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.
  2. Sars99
    Sars99
    • premium
    • 54 kudos
    Locked
    Sticky
    Known bugs - I will work through these in future releases. 

    v1.0.2 bug - The supply chain information prompt on Artillery pieces only works when there is a settler assigned to it. Minor for now but should be overcome when I sort out a remote settings mechanism. Remote system (in the form of the field manual) partly circumnavigates this bug, may look to remove the ability to access settings via artillery pieces in a future update.

    v1.0.2 bug - When completing the Old Guns quest ensure that the emergency smoke flares setting is OFF before throwing the smoke grenade towards the house. If the setting is ON then the artillery will never fire. A small inconvenience. Should now be fixed in v1.1.0

    (NEW) v1.1.0 bug - Unknown mod conflict that means Old Guns won't progress past the test fire. To resolve ensure that you only assign generic settlers (and not minutemen) to artillery pieces. Ongoing investigation to find the mod conflict so that I can patch / fix it. Big thanks to aliveagain002 for the in-depth report and testing to date.
  3. one35greystone
    one35greystone
    • premium
    • 0 kudos
    Hey! Fantastic mod! Absolutely loving it so far! I've been having some issues but was able to circumnavigate them.

    I've got We Are The Minutemen installed just like a few others, and was having one of the minutemen control the artillery gun for the completion of Old Guns. I was able to complete Old Guns without issue but once I went to do my first actual fire mission outside of the quest requirement, Radio freedom went quiet and the shells never came in. I saw your other responses on here, so I tried a bunch of different things (quitting/relaunching, setstage MinArtillery 490, cutting power to the radio transmitter in the Castle and then reconnecting it, manually assigning someone else using console commands to use the transmitter.) Eventually some combination of that plus restarting MinArtillery and then setting stage to 490 fixed it. I assigned a non-minuteman settler to the gun and it's working fine.

    Another issue I'm hitting right now is that I've got Sim Settlements 2 installed and have the Ammo requirement set to Light (where it should be drawing ammo from any connected settlements). I'm connecting my settlements with Sim Settlements 2's Caravan services plot which seems to function the exact same as the vanilla way (I'm able to build tons of stuff in that settlement without having the respective materials in the local workshop) but I checked the battery ammo information and I've got 14 shells in Sanctuary but 0 in Hangmans Alley. I double checked the map, I could see the line between settlements, but thought I'd try using the Vanilla way to link Hangman's and Sanctuary directly. Still didn't see Hangman's getting shells. Slept in a nearby bed for 24 hours. Still no shells.

    Thank you for such a great mod!
  4. sa89362
    sa89362
    • member
    • 2 kudos
    It worked well at first, but later, after building about 30 artillery pieces, even if you aim at the arm with a telescope, the artillery window does not appear.
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Does it appear when using a flare?

    2. sa89362
      sa89362
      • member
      • 2 kudos
      everything , flare and binoculars ..
  5. ghost32777
    ghost32777
    • premium
    • 0 kudos
    Is anyone here using this as part of the Magnum Opus modlist? I've just completed the Old Guns quest, and have the binocs, but for some reason I never got the perk and the binoculars do not allow me to call in any artilliary and just function as binoculars. 
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Use of binoculars is not a function of this mod
  6. WasteLandCaravaner
    WasteLandCaravaner
    • member
    • 3 kudos
    man i really want this to work but for some reason my PreWar BinocularsPreWar Binoculars - Call in fire support addon155mm Howitzer M1 and this mod with all current version and patches that are needed and installed will not let the binoculars call in strikes at all
    EDIT: ok so for me it seemed it was a load order problem with vortext i needed to make vortext sort the files in this order binoculars>FASO>155MM Howitzer m1>Binoculars_firesupport>FASO_M155Patch
  7. aliveagain002
    aliveagain002
    • supporter
    • 5 kudos
    Trying to complete "Old Guns" but i'm getting this message "No artillery is available" and something about alignment.

    i have turned off Emergency Grenades before starting the quest - 
    and assigned some Settlers, tried with and without Ammo Usage. (restarted the mission every time i was trying to fix it) 
    also placed the mod in different load orders.  

    Do some of you guys know what im missing :)

    Awesome mod btw, can't wait for it to work :D

    One last thing i'd also would like to place a request for a SS2 Patch. 


    Edit:  Okay so it's working after i assigned non-minutemen settlers. 
    also tried with We Are The Minutemen and Militarized Minutemen but without any luck.
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      To clarify you managed to progress Old Guns once you assigned generic setters. It didn’t work when you had assigned the minutemen settlers that you get from clearing the castle. 

      when it didn’t work what combination of WATM and MM did you have? Did you have to change this to get Old Guns to progress?

      There’s a chance that those mods change the minutemen setter record somehow which causes the no artillery available behaviour. As the Artillery script doesn’t class the guns as assigned even though they are. 
    2. aliveagain002
      aliveagain002
      • supporter
      • 5 kudos
      Yes it worked after i have assigned generic settlers, maybe the problem was WATM and MM, I'm ready to start a new playthrough with those mods disabled and see what happens.

      Only have WATM and MM because of a SS2 Add-on where those are required (For the Minutemen - The Rise of Independence)
      So i'll let you know what happens :)
    3. Sars99
      Sars99
      • premium
      • 54 kudos
      Thanks. Keep me posted on any developments. I’ll try and do some testing around old guns with those mods and the minutemen type setters. See if I cannot work in a fix. 
    4. aliveagain002
      aliveagain002
      • supporter
      • 5 kudos
      Okay so i started a new game this time without WATM and MM, unfortunately there was no change, still won't do anything with the minutemen assigned, with some other settlers this time it worked in the "Old Guns" quest and one time after that, then it stopped working somehow. 

      The funny thing is that i had nothing installed that touches the minutemen at least not that i know of :) 
      I'm sure i have some other mods installed conflicting with your mod.


      Edit: 
      It's working perfect with the following mods disabled: 
      Now i'll try to find out which of them causing problems.


      You And What Army 2 (forgot i had this installed)
      Minutemen Propaganda Posters
      Diverse Minutemen
      Diverse Minutemen - WATM Patch
      Sanctuary Synthetic Facelift
      We Are The Minutemen
      We Are The Minutemen The Crafted Guard
      We Are The Minutemen Missing Clothes Fix
      We Are The Minutemen Fixes and Tweaks
      Minutemen Radiants Fixes - WATM Patch
      Militarized Minutemen
      Minutemen Manufacturing - WATM Version
      NPCs Travel
      Improved Nuka Raiders NPCs Travel Patch
      For the Minutemen - The Rise of Independence - A Sim Settlements 2 Addon

      btw with only these 4 mods disabled it didn't work yet - MM, WATM, "You and what army 2" and "For the Minutemen - The Rise of Independence SS2" 
    5. Sars99
      Sars99
      • premium
      • 54 kudos
      Thank you for the detail. I've downloaded a few of those and quickly had a look through FO4Edit to see if there's anything obvious and found nothing to suggest why this is happening.

      I expect somewhere there's a conflict with the Minutemen settler types that get spawned in for taking the castle and respawned for Old Guns if they died on the assault.

      I really appreciate the support you've put in so far to helping fix this. The bug as a result of a mod conflict has alluded me so far, I do tend to have a very limited mod list when I play and test (there's only so much one person can do!)
    6. aliveagain002
      aliveagain002
      • supporter
      • 5 kudos
      No problem at all :) 

      Decided to start a new game again with only the mods below disabled, from the list i posted earlier all the other ones are enabled.

      We Are The Minutemen Fixes and Tweaks
      We Are The Minutemen Missing Clothes Fix
      We Are The Minutemen The Crafted Guard
      Diverse Minutemen
      Diverse Minutemen WATM Patch
      You And What Army 2 


      And its still works perfect.. 
      even the Minutemen that takes the castle assigned to the artillery working again now.

      Edit: Okay i just now discovered the problems only occurs when the Ammo usage is set to Light or Full, when set to Off everything works Minutemen, Generic Settlers.  
  8. CEFranklin
    CEFranklin
    • premium
    • 1 kudos
    THIS!!! THIS IS WHAT I HAVE BEEN WAITING FOR!!! Thank you so much!! Donated, voted, kudos, and endorsed!! This makes it really damn fun to use artillery!
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Thank you kindly.

      Im not done yet either. Need to update the roadmap some time as I’ve had a few other ideas. Some are purely just for the hell of it and will be fully optional. 

      Of course there’s bugs to be stomped too
  9. Ninja2dan
    Ninja2dan
    • premium
    • 9 kudos
    I finally decided to install this mod, as a replacement for "Configurable Artillery". CA has been working great for me, especially when combined with the binos, but your mod had a few interesting features that I wanted to try out. Because this mod and CA conflict, you must choose one or the other.

    One of the nicer "cheat" options that CA has is the ability to customize the max range. I understand the vanilla artillery is more-or-less just large mortars so the range shouldn't be much, but the optional M1 (M114) Howitzer mod is a 155mm with quite a bit more range capability. Besides, I'm willing to cheat the system a bit for QOL capability. So I typically just built artillery at the Castle, and used that one location as my only fire support. With CA running max range, it was never a problem.

    But now that I've removed CA in favor of trying out this mod, I'm not seeing any settings/options to boost the range. In a previous comment you replied about creating a mod patch using xEdit. I'm a little rusty with it, but I know I can find and change that setting. I just don't recall how to do it as a patch instead of just temporarily changing the installed file. So my method would work until this mod is updated again.

    Has there been any consideration of adding some "cheat" options to the menu? Maybe eventually finding a way to shift or at least copy some of the settings to the MCM menu instead of the FM or directly interacting with the gun?


    I'm prior US Army, Infantry and Field Artillery (13B). I'm trying to enhance the "artillery" experience in FO4, and this mod looks like a good way to do that. The new round types can offer a lot of options for tactics, plus it should be pretty fun. I'm looking forward to seeing how this system works and how effective it is.
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      'Cheat' options are not a priority and may never be. Whilst the M1 Howitzer boasts a 14.6km range the game area isn't 1:1 scale (Quincy to Malden is ~26km) and it wouldn't cover the whole map area from the Castle. The range is boosted over vanilla values (+50%) but not so much that you can plonk down in two locations and call it a day. I wanted the system to be progressive as you expand across the map and build up a stockpile (if using the ammo system), there's probably a min/max placement of guns that means not all settlements need to have a battery.

      Making a small overwrite plugin via xEdit to tweak the range global is a straightforward mini edit that users can do to suit their preferences. Right click the global - copy as overwrite - select 'new plugin' - edit the value in the new plugin.

      MCM not a priority. There's other features I want to experiment and explore before doing that.

      As you'll appreciate modding is a hobby, my time is limited so I focus on the interesting concepts.
    2. Ninja2dan
      Ninja2dan
      • premium
      • 9 kudos
      Thank you for the reply. I was able to make the edit, very short and simple. If your mod is updated again, I'll need to create it as a patch next time, but for now it's just a simple edit to the installed file. I boosted the range to 500k, which is in theory "unlimited" range. I understand the game not being to actual 1:1 scale, but this is one of those games that badly blends accuracy/realism with gameplay. For example, I can ride a Vertibird from Sanctuary to Spectacle Island in just a couple minutes, but if I FT the same route the game will have skipped forward a few hours. Not to mention weapon ranges are grossly inaccurate; a rifle with a max effective range of around 500m is down to something like 30m in the game. Distance scaling is just odd, and I can understand why they did it, but it also feels poorly implemented in places.

      After playing fully through the game 40+ times (and countless partial play-throughs), I've selected a few features/mechanics that I'd rather not bother with. Building artillery in every settlement would be possible, but it would also be annoying and time-consuming. I don't use the arty as much, it's more of a select-situation tool, and because of that I don't want to put too much time into getting it set up. Building 5 guns at the Castle and getting them manned is about as much time as I want to spend on it, so I've been using the CA max distance cheat for quite a while now. Seeing as I'm now able to use your mod with the same boosted (via edit) range, I'll be using your mod from now on. Not that there's anything wrong with CA, it's just your mod offers a few extra features that I'm wanting to play with.

      I'm looking forward to seeing what other features you might be adding in the future. The addition of the illum is pretty nice, especially when NODS are either not available or not viable. I tried the chem rounds, interesting but not something I think I'll use much. I wasn't expecting them to damage non-organics, but the chem rounds I fired killed off a few robots quickly. I'm not sure what other munition options might be possible with the tools available, but it would be nice to see an ICM-type munition with the smaller grenade-sized blasts and maybe deploying an improvised minefield. Or maybe some sort of incendiary rounds, using a napalm-like effect. There are a lot of grenade types that might be available as options for additional artillery round types, I just don't know what's possible or which you would plan to add.
  10. quailhunter12501
    quailhunter12501
    • supporter
    • 0 kudos
    edit: looks like the game didn't like me assigning minutemen settlers to the artillery. fixed by assigning a regular settler
    Mod worked initially without any issues but I recently tried firing again and all of my crafted munitions disappeared from the trade menu. I then updated to see if that would solve the problem but the issue persisted. Then I chose the to cheat the munitions via the option in the setup menu and the artillery now wont fire at all. Any ideas to troubleshoot this?
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      An interesting observation. Are those the Minutemen at the castle which spawn after you’ve taken it or mod added ones?
  11. slinkydinky4
    slinkydinky4
    • member
    • 0 kudos
    like 4 playthroughs in now and every time i get to a point where radio freedom goes silent and the artillery selection menu refuses to load. i tried uninstalling the mod and still no reaction to artillery grenades or binoculars. ive tried playing with the cheat to skip old guns and tried waiting til i complete old guns, either way i get the same result. i always turn ammo off because the crafting recipes dont show up for me. i only have binoculars support and howitzer with the patchl, nothing else touches artillery. also i increased the global minartilleryrangemax to 999999 and before i lost artillery completely id still leave range of my settlements so i dont think that global is working properly. 
    1. Sars99
      Sars99
      • premium
      • 54 kudos
      Thanks for the post on this issue, it's something I've tried to erradicate but failed to do so in some circumstances it seems.

      In your playthroughs have you ever been able to call in successful artillery strikes? I'm assuming that all fire missions have been with the concentration barrage type.

      Interested to know about the crafting recipes in more detail. Have they never shown up? They only become available once Old Guns is completed or if you use the 'Force unlock' cheat from the settings on game load.

      Your range issue is an interesting one. I'm unsure at what value the game engine starts getting a bit dodgy, try reducing it to around 250000 as that should still cover the whole map (perhaps not on pure diagonals - do some pythagoras if you're really keen) and may avoid any weird engine level number glitches.

      Edit: I think I've worked out what I missed during my implementation of a failsafe timer. I may be able to get a fix in place. I will aim to have it detect if there's a broken Fire Mission on game load and reset everything. Hopefully it won't introduce any new bugs.
    2. Dorieum
      Dorieum
      • member
      • 1 kudos
      Hello, I am having a similar issue, except Radio Freedom still works fine, music is playing, and radio-host occasionally speaks. He will never speak about artillery being fired however.

      Was working completely fine hours ago in my playthrough, all of a sudden it stops working though. I even went back to when it did work, still would not work.

      Nothing pops up to prompt to fire the artillery, no artillery is fired, Radio Freedom doesn't say any artillery is firing.

      Really hope you fix it, your mod is great and gave me a few extra hours of grinding just to give all my settlements ample shells and artillery.
    3. Sars99
      Sars99
      • premium
      • 54 kudos
      Sad face. I’m away for bit so cannot do any testing myself for a little while.

      Does the radio host acknowledge your smoke grenade? The initial “we see your smoke general” line or similar?

      Any notification in the top left? “Aligning artillery on to target” or similar?
    4. Dorieum
      Dorieum
      • member
      • 1 kudos
      Im afraid not, its like I didnt even throw it.

      Dont sweat it man its a hobby at the end of the day
  12. WasteLandCaravaner
    WasteLandCaravaner
    • member
    • 3 kudos
    edit:nvm i was mistaken vortex was just bugging out
    hey um your newest file "Full Artillery System Overhaul - Main File 1.1.0" doesnt seem to work with the file "FASO - 155mm Howitzer M1 Patch 1.0.1"