Version 1.2 was almost a complete rewrite of the mod's backend scripts and systems. What the player sees in game does not look different when tweaking or calling in a fire mission (less for tidying up a few messages) but trust me it's looking a lot better back here! Hopefully this alleivates the issues users faced when attempting the Old Guns quest. Testing has been good across all ammo management system types and unlocking artillery before retaking the Castle or waiting for Old Gun's completion. However, there's likely something lurking there.
Bug reporting. If you find a bug please give me as much detail as possible and do report it in the bug section following the template and guidance provided in this article. If you do not use the template and provide the additional information requested I am unlikely to be able to resolve the issue.
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.
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.
Updating to v1.2.0 I would recommend a new game for v1.2.0. The changes made by removing the overwrites of vanilla quest records and scripts could cause unusual behaviour, due to the fact that scripts are baked into saves. If you are past Old Guns you may be able to update from 1.1.x and not experience anything too unusual but I have not tested. If you've never had FASO installed during your current playthrough you should be safe to install midway through regardless of Old Guns completion or not.
Updating to v1.3.0 If updating from 1.2.0 I would recommend going into an interior cell and waiting for a few in-game hours. This is purely to allow scripts to run and close naturally before installing the changes.
Gameplay: Set random chance for local artillery fire to 20% (Was 33%) Gameplay: Added ability to set a default fire mission template.
General: Set the version global value to 6. General: Created Archives to replace the loose files used in previous versions.
Globalvariable: Added ArtyModule_Setting_LocationFires global to control setting. Starting value is 1 (ON). Globalvariable: Added global for use as the random percent check in the story event manager.
Menus: Updated settings menus to include Worldspace local fires settings and help information. Menus: Created menu to set up a default fire mission template. Either create it from scratch (using the same method as when in a fire mission) or use the last fire missions settings. Once created these settings are what will be initially set when calling for support. [Dev Note: When you call for support you'll have the option to tailor the fire mission but if you just want to use the default one then hit 'Call Fire Mission' without touching anything else.]
Quest: Changed Location fires quest (ArtyModule_BatteryLocLoaded) to fake fire. No rounds actually land or explode anywhere but the player will hear the sound as if they had impacted in the distance.
Scripts: Fixed issue that caused rounds fired from long distance to have two explosion sounds.
Settings: Added settings to toggle off the random artillery fires received when the player is close to a settlement with artillery. (By default the setting is OFF) Settings: Added 'Set Default Fire Mission' to the Artillery Field Manual under the Settings section.
Story Manager: Updated conditions associated with the ArtyModule_BatteryLocLoaded quest to account for the new setting and use of a globalvariable for the random chance check.
---------- v1.2.0 - 26/08/2024 ----------
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Activator: Created new artilleryHelper activator that contains the additional functions used by the new ArtyModule_ArtilleryQuest (previously these functions were attached to the workshop artillery furniture record).
Crafting: Reduced number of springs required to craft all ammo types to 2 (was 5)
Furniture: Removed overwriting of the workshop Artillery furniture record (scripts have been moved to Quest collection aliases and activator items).
General: Packed assets into archives (pre-Next Gen format) General: Created FOMOD installer that includes all current patches (M1 Howitzer, ECO and Horizon) General: Set the version global value to 5.
Imagespace Mod: Added an artillery specific IMod to reduce the brightness of large barrages. Vanilla artillery explosions use the ExplosionCarNukeMod IMod that often results in blinding the player. [dev note: this is an initial entry based on an existing vanilla IMod. I will be potentially adjusting it in future updates.]
Menus: Updated settings menus to include Settlement Defensive Fires settings and help information. Menus: Hid options to change Random Encounter Ammo Usage (RE Ammo Usage) as the system is not currently in use. Menus: Fixed issue where a battery out of range would still have guns and rounds displayed on the fire mission menu. They will now correctly display 0.
Messages: Fixed incorrect bearing showing on the alignement of artillery. The bearing should now be the true bearing (relative to North) between the player and target. Messages: Fixed issue where the alignment of artillery message would show regardless of whether an artillery barrage was valid (e.g. it shows despite the "No Artillery Available" message showing.")
Quests: Fixed issue that stopped the Automatic assignment of unassigned settlers to artillery pieces. Quests: Added new quest ArtyModule_ArtilleryQuest which mimics the base game MinArtillery Quest Quests: Added new quest ArtyModule_ArtilleryCloseQuest for use with the emergency flares setting and Binoculars - Call in Fire Support 'Close Support' option. Quests: Added new quest ArtyModule_BatteryLocLoaded which randomly fires artillery from settlements when the player is nearby if there is no other firemission ongoing. [dev note: This is just to imitate Minutemen using artillery to support other units and not have it as a General's only capability.] Quests: Added new quest ArtyModule_ArtilleryREManager which monitors when Defend Settlement quests start for use with the Defensive Fires feature. Quests: Added new quest ArtyModule_ArtilleryDefendSettlement which is triggered by the ArtilleryREManager quest and tracks when a player arrives at a settlement that needs defending. Firing high explosive and / or illumination rounds depending upon which setting has been selected. Quests: Added new quest ArtyModule_RadioChatterQuest which mimics the scene used on MinArtillery quest to provide the updates via Radio Freedom. [dev note: On the face of it the player will not notice this change during general gameplay.]
Scripts: Rebuilt from scratch the artillery barrage code and scripts (as part of the new FASO specific artillery quests). This now results in a better barrage style both immediate and concentration. [Dev note: these changes during gameplay should be minimal from what users experience in v1.1, however I now have better control and ability to create new fire mission types in the future.] Scripts: Reinstated vanilla scripts back on to MinArtillery quest and workshop artillery. This should allow for an entirely vanilla experience (scripting wise) when completing Old Guns.
Settings: Added Defensive Fire Setting options with OFF, LIGHT or FULL. OFF is well off, no settlement defensive artillery will occurr. LIGHT will only fire illumination shells if the player arrives at the settlement during nighttime (this is the default setting). FULL will behave the same as LIGHT but will also fire a barrage of high explosives (day and night) at the attackers.
Sounds: Imported MinutemenRadioAnnouncer sound files for use with the RadioChatterQuest.
Story Manager: Added FASO specific Branch and Quest nodes to separate mod functions from vanilla quest operation as far as possible. Story Manager: Overwrote the MinutemenArtilleryNode to only run MinArtillery quest during stage 900 of Min03 (Old Guns). Stage 900 on Min03 is the test fire stage. [dev note: the creation of separate quests and use of FASO story manager and this change is intended to resolve the ongoing issues with Old Guns completion.]
-- Patches -- DLC05 Patch: Updated crafting requirements for the Artillery Mill. Slightly lowered the component requirements (15 fertilizer rather than 18) when compared to the Chem Station crafting. [dev note: when crafting you get XP, just see this as the manufacturing mill being more efficient]
ECO Patch: Carried over crafting recipe changes.
Horizon Patch: Move crafting of the Artillery Field Manual to the "Weapon crafting" bench and under "Tools and Parts". Horizon Patch: Changed crafting requirement for the Field Manual to 1x Packing Material (was 1x Leather) Horizon Patch: Added ability to purchase High Explosive Rounds from the Black Market, Trevor and Minutemen via the trading terminal. Each trader has slightly different requirements, the items are deemed rare. [dev note: I intend for this to be a way to supplement you artillery stocks. Happy to receive feedback on balance.] Horizon Patch: Updated all menus to fit with Horizon's default UI
M1 Patch: Removed overwriting of the workshop Artillery furniture record (scripts have been moved to Quest collection aliases and activator items).
---------- v1.1.1 - 04/08/2024 ----------
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Scripts: Changes made to two scripts (ArtyModule:ArtilleryReferenceScript and Min03_FlaresAddedScript) to hopefully fix bugs relating to Old Guns and fire missions that fail to progress
---------- v1.1.0 - 20/03/2024 ----------
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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 ----------
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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 ----------
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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 ----------
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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 ----------
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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 ----------
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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.
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.
v1.3.0 bug - Considered very minor. If you do not set a default fire mission the menu presented when requesting a fire mission will initially show 0 rounds and total ammo counts (if ammo system is in use) for the settlements' Batteries. This requires the player to 'load' some rounds each time or to set a Default Fire Mission via the Artillery Field Manual.
Below bug assumed fixed.
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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. [/color]This should be fixed with the script and system rewrite that features with v1.2.0
Ok, I’ll give it go. But it’s just a brand new game. I got out of Vault 111, got the popup to configure the mod. Saved the game. And every time I load it I get the notification. I don’t have any artillery or settlements yet.
have an odd thing happening to me but every time i used it, it goes through faso then after that it goes through base game artillery but get this the base game artillery doesn't hit the ground disappear before they hit but faso work fine no bugs unless what i stated is a bug?
Having an odd issue this game. I have the "defensive fires" option turned OFF, as I always do. I have one battery at Sanctuary, and of course another at the Castle. Using SS2, but generally everything works just fine.
As I was headed to Red Rocket from Concord, I heard an arty strike being called on Red Rocket. Not sure why, because I made sure the defensive fires option was off. I get to RR just after the smoke had cleared, and I didn't see any dead raiders or whatever. All I found was a dead caravan settler and his pack brahmin.
At a later time, I had a personal vertibird parked on top of the RR building. Again, approaching RR I could hear an arty strike coming in. Arrived just in time to see my vertibird being totally blown to bits. There were no enemy units nearby, as all of the turrets were still on standby.
I figured it must be something wrong with the Red Rocket settlement, some kind of conflict maybe. But then a day or so later, while I'm entering Concord from Red Rocket area, I hear an arty strike landing near the museum. I assumed it was more raiders that had respawned, but Concord isn't considered a player settlement so even if the defensive fires option was ON it shouldn't be firing on Concord. I reach the road just outside the museum and find no dead raiders, just a single dead Concord Settler.
I have checked the settings several times, and have confirmed defensive fires is OFF. So I'm not sure why it will sometimes dump a fire mission on one of my settlements. As for why it's attacking friendly settlers, I assume it's because I'm entering the area and the NPC's are still loading in, and due to script lag or something it's taking a few seconds to properly flag them as my faction or whatever. But still, the defensive fires option has always been turned off, so under no circumstances should that artillery be getting called in.
It's a very rare occurrence, and I think my last play-through it only happened once. Anyone have any ideas what's causing it, or how to properly disable the defensive fires option?
Its the first implementation of an atmospheric I was hoping to achieve if ‘random’ artillery fire from settlements when the player was near. To simulate other minutemen calling in artillery support. In the current released version however it doesn’t necessarily behave as intended and I didn’t build in an option for it.
described in the changelog
Quests: Added new quest ArtyModule_BatteryLocLoaded which randomly fires artillery from settlements when the player is nearby if there is no other firemission ongoing. [dev note: This is just to imitate Minutemen using artillery to support other units and not have it as a General's only capability.]
My bad, I forgot about that part of the changelog and the new feature, since I rarely noticed it. I guess that would make sense too, since I have one battery at Sanctuary which is close to both Red Rocket and Concord (where the strikes were called in). Just seems odd that it's targeting random friendly settlers.
Important factor though is that the strikes (which are quite rare) happen on a settlement that I'm approaching, so just as that settlement is loading in is when the strike is called. There are other times with SS2 when we see script lag causing settlers to appear as hostile when they shouldn't be, so I'm guessing that script lag is also what's causing your random arty strikes to target settlers. If those NPC are initially spawned in as someone not flagged as my faction, and a script has to add them to my faction, then script lag would cause the game to see them for a short time as potential hostiles. That's the best guess I have so far.
Once you've had some down time and feel like getting back into updating the mod, maybe you can add a settings option to disable the random arty. Or figure out why it's behaving oddly, and find a fix for it. If it really is script lag causing the issue, only way I can think of fixing it would be to add in a delay to give the game enough time to properly flag those NPC so they don't appear as targets.
Thanks for the feedback, investigation and understanding. Before I took a break I had created the necessary setting to disable the atmospheric artillery strikes (can’t remember what I actually called it).
Based on what your describing its working as programmed, just not as nearly as desired. When a settlement location loads with artillery pieces there’s a random chance and a random timer to possibly fire a salvo. Though it seems, I didn’t condition the ‘target’ well enough for the strikes to ignore friendly locations.
I’d like to be able to turn this off too. I already use “You and what army 2” where minutemen patrols can call in artillery support themselves so it’s just redundant.
zlo42 and Ninja2Dan. Hopefully the settings and feature refresh / update in 1.3.0 resolves the issues and allows you to get on with the game again. Thanks for the feedback and patience.
Awesome, thank you for the update. The changelog looks like some really good features have been added, looking forward to trying it out. Right now I'm bugged out on an SS2 quest, so I'm in the process of completely redoing my entire load order and starting from scratch again. And of course your artillery mods have a permanent spot in my load order.
Hopefully redoing all of my load order might also fix the radio bug.
210 comments
Bug reporting. If you find a bug please give me as much detail as possible and do report it in the bug section following the template and guidance provided in this article. If you do not use the template and provide the additional information requested I am unlikely to be able to resolve the issue.
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.
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.
Updating to v1.2.0
I would recommend a new game for v1.2.0. The changes made by removing the overwrites of vanilla quest records and scripts could cause unusual behaviour, due to the fact that scripts are baked into saves. If you are past Old Guns you may be able to update from 1.1.x and not experience anything too unusual but I have not tested. If you've never had FASO installed during your current playthrough you should be safe to install midway through regardless of Old Guns completion or not.
Updating to v1.3.0
If updating from 1.2.0 I would recommend going into an interior cell and waiting for a few in-game hours. This is purely to allow scripts to run and close naturally before installing the changes.
Changelog.
---------- v1.3.0 - 04/01/2025 ----------
Gameplay: Added ability to set a default fire mission template.
General: Set the version global value to 6.
General: Created Archives to replace the loose files used in previous versions.
Globalvariable: Added ArtyModule_Setting_LocationFires global to control setting. Starting value is 1 (ON).
Globalvariable: Added global for use as the random percent check in the story event manager.
Menus: Updated settings menus to include Worldspace local fires settings and help information.
Menus: Created menu to set up a default fire mission template. Either create it from scratch (using the same method as when in a fire mission) or use the last fire missions settings. Once created these settings are what will be initially set when calling for support. [Dev Note: When you call for support you'll have the option to tailor the fire mission but if you just want to use the default one then hit 'Call Fire Mission' without touching anything else.]
Quest: Changed Location fires quest (ArtyModule_BatteryLocLoaded) to fake fire. No rounds actually land or explode anywhere but the player will hear the sound as if they had impacted in the distance.
Scripts: Fixed issue that caused rounds fired from long distance to have two explosion sounds.
Settings: Added settings to toggle off the random artillery fires received when the player is close to a settlement with artillery. (By default the setting is OFF)
Settings: Added 'Set Default Fire Mission' to the Artillery Field Manual under the Settings section.
Story Manager: Updated conditions associated with the ArtyModule_BatteryLocLoaded quest to account for the new setting and use of a globalvariable for the random chance check.
---------- v1.2.0 - 26/08/2024 ----------
Crafting: Reduced number of springs required to craft all ammo types to 2 (was 5)
Furniture: Removed overwriting of the workshop Artillery furniture record (scripts have been moved to Quest collection aliases and activator items).
General: Packed assets into archives (pre-Next Gen format)
General: Created FOMOD installer that includes all current patches (M1 Howitzer, ECO and Horizon)
General: Set the version global value to 5.
Imagespace Mod: Added an artillery specific IMod to reduce the brightness of large barrages. Vanilla artillery explosions use the ExplosionCarNukeMod IMod that often results in blinding the player. [dev note: this is an initial entry based on an existing vanilla IMod. I will be potentially adjusting it in future updates.]
Menus: Updated settings menus to include Settlement Defensive Fires settings and help information.
Menus: Hid options to change Random Encounter Ammo Usage (RE Ammo Usage) as the system is not currently in use.
Menus: Fixed issue where a battery out of range would still have guns and rounds displayed on the fire mission menu. They will now correctly display 0.
Messages: Fixed incorrect bearing showing on the alignement of artillery. The bearing should now be the true bearing (relative to North) between the player and target.
Messages: Fixed issue where the alignment of artillery message would show regardless of whether an artillery barrage was valid (e.g. it shows despite the "No Artillery Available" message showing.")
Quests: Fixed issue that stopped the Automatic assignment of unassigned settlers to artillery pieces.
Quests: Added new quest ArtyModule_ArtilleryQuest which mimics the base game MinArtillery Quest
Quests: Added new quest ArtyModule_ArtilleryCloseQuest for use with the emergency flares setting and Binoculars - Call in Fire Support 'Close Support' option.
Quests: Added new quest ArtyModule_BatteryLocLoaded which randomly fires artillery from settlements when the player is nearby if there is no other firemission ongoing. [dev note: This is just to imitate Minutemen using artillery to support other units and not have it as a General's only capability.]
Quests: Added new quest ArtyModule_ArtilleryREManager which monitors when Defend Settlement quests start for use with the Defensive Fires feature.
Quests: Added new quest ArtyModule_ArtilleryDefendSettlement which is triggered by the ArtilleryREManager quest and tracks when a player arrives at a settlement that needs defending. Firing high explosive and / or illumination rounds depending upon which setting has been selected.
Quests: Added new quest ArtyModule_RadioChatterQuest which mimics the scene used on MinArtillery quest to provide the updates via Radio Freedom. [dev note: On the face of it the player will not notice this change during general gameplay.]
Scripts: Rebuilt from scratch the artillery barrage code and scripts (as part of the new FASO specific artillery quests). This now results in a better barrage style both immediate and concentration. [Dev note: these changes during gameplay should be minimal from what users experience in v1.1, however I now have better control and ability to create new fire mission types in the future.]
Scripts: Reinstated vanilla scripts back on to MinArtillery quest and workshop artillery. This should allow for an entirely vanilla experience (scripting wise) when completing Old Guns.
Settings: Added Defensive Fire Setting options with OFF, LIGHT or FULL. OFF is well off, no settlement defensive artillery will occurr. LIGHT will only fire illumination shells if the player arrives at the settlement during nighttime (this is the default setting). FULL will behave the same as LIGHT but will also fire a barrage of high explosives (day and night) at the attackers.
Sounds: Imported MinutemenRadioAnnouncer sound files for use with the RadioChatterQuest.
Story Manager: Added FASO specific Branch and Quest nodes to separate mod functions from vanilla quest operation as far as possible.
Story Manager: Overwrote the MinutemenArtilleryNode to only run MinArtillery quest during stage 900 of Min03 (Old Guns). Stage 900 on Min03 is the test fire stage. [dev note: the creation of separate quests and use of FASO story manager and this change is intended to resolve the ongoing issues with Old Guns completion.]
-- Patches --
DLC05 Patch: Updated crafting requirements for the Artillery Mill. Slightly lowered the component requirements (15 fertilizer rather than 18) when compared to the Chem Station crafting. [dev note: when crafting you get XP, just see this as the manufacturing mill being more efficient]
ECO Patch: Carried over crafting recipe changes.
Horizon Patch: Move crafting of the Artillery Field Manual to the "Weapon crafting" bench and under "Tools and Parts".
Horizon Patch: Changed crafting requirement for the Field Manual to 1x Packing Material (was 1x Leather)
Horizon Patch: Added ability to purchase High Explosive Rounds from the Black Market, Trevor and Minutemen via the trading terminal. Each trader has slightly different requirements, the items are deemed rare. [dev note: I intend for this to be a way to supplement you artillery stocks. Happy to receive feedback on balance.]
Horizon Patch: Updated all menus to fit with Horizon's default UI
M1 Patch: Removed overwriting of the workshop Artillery furniture record (scripts have been moved to Quest collection aliases and activator items).
---------- v1.1.1 - 04/08/2024 ----------
---------- v1.1.0 - 20/03/2024 ----------
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 ----------
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 ----------
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 ----------
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 ----------
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 ----------
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.
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.
v1.3.0 bug - Considered very minor. If you do not set a default fire mission the menu presented when requesting a fire mission will initially show 0 rounds and total ammo counts (if ammo system is in use) for the settlements' Batteries. This requires the player to 'load' some rounds each time or to set a Default Fire Mission via the Artillery Field Manual.
Below bug assumed fixed.
would be great to get a little update to implement `debug.trace()` or something similar.
Now that my work on this has slowed down (though not finished) and most systems are in place I will look to do this in the next version or two.
I don't personally use Storywealth, unsure what if anything it touches relating to artillery.
As I was headed to Red Rocket from Concord, I heard an arty strike being called on Red Rocket. Not sure why, because I made sure the defensive fires option was off. I get to RR just after the smoke had cleared, and I didn't see any dead raiders or whatever. All I found was a dead caravan settler and his pack brahmin.
At a later time, I had a personal vertibird parked on top of the RR building. Again, approaching RR I could hear an arty strike coming in. Arrived just in time to see my vertibird being totally blown to bits. There were no enemy units nearby, as all of the turrets were still on standby.
I figured it must be something wrong with the Red Rocket settlement, some kind of conflict maybe. But then a day or so later, while I'm entering Concord from Red Rocket area, I hear an arty strike landing near the museum. I assumed it was more raiders that had respawned, but Concord isn't considered a player settlement so even if the defensive fires option was ON it shouldn't be firing on Concord. I reach the road just outside the museum and find no dead raiders, just a single dead Concord Settler.
I have checked the settings several times, and have confirmed defensive fires is OFF. So I'm not sure why it will sometimes dump a fire mission on one of my settlements. As for why it's attacking friendly settlers, I assume it's because I'm entering the area and the NPC's are still loading in, and due to script lag or something it's taking a few seconds to properly flag them as my faction or whatever. But still, the defensive fires option has always been turned off, so under no circumstances should that artillery be getting called in.
It's a very rare occurrence, and I think my last play-through it only happened once. Anyone have any ideas what's causing it, or how to properly disable the defensive fires option?
Its the first implementation of an atmospheric I was hoping to achieve if ‘random’ artillery fire from settlements when the player was near. To simulate other minutemen calling in artillery support. In the current released version however it doesn’t necessarily behave as intended and I didn’t build in an option for it.
described in the changelog
Important factor though is that the strikes (which are quite rare) happen on a settlement that I'm approaching, so just as that settlement is loading in is when the strike is called. There are other times with SS2 when we see script lag causing settlers to appear as hostile when they shouldn't be, so I'm guessing that script lag is also what's causing your random arty strikes to target settlers. If those NPC are initially spawned in as someone not flagged as my faction, and a script has to add them to my faction, then script lag would cause the game to see them for a short time as potential hostiles. That's the best guess I have so far.
Once you've had some down time and feel like getting back into updating the mod, maybe you can add a settings option to disable the random arty. Or figure out why it's behaving oddly, and find a fix for it. If it really is script lag causing the issue, only way I can think of fixing it would be to add in a delay to give the game enough time to properly flag those NPC so they don't appear as targets.
Based on what your describing its working as programmed, just not as nearly as desired. When a settlement location loads with artillery pieces there’s a random chance and a random timer to possibly fire a salvo. Though it seems, I didn’t condition the ‘target’ well enough for the strikes to ignore friendly locations.
Hopefully redoing all of my load order might also fix the radio bug.
That said I have been meaning to do more QoL settings and options. Just in a break from modding.
for anybody who's looking for it :)