Hey, just wondering if this only affect 1st person? I can nail every shot in 1st person, but my character(s) are still missing an infuriating number of shots while in 3rd person :O EDIT: Unfortunately I'ma have to uninstall this one. It's not having any effect for me. Just took out a ghoul's legs with a mine, and tried to shoot it 5 times with a hunting rifle fitted with parts to improve its accuracy. Missed all 5 shots with the cursor right on him in 3rd person. Switched to a 10mm pistol in 1st person and placed two shots to finish it off.
This sounds awesome, but wonder if there would be a way to make it work differently based on your perk level? So higher gunslinger, rifleman, or even sniper perks give you less randomness? Also, and I don't know if the guns in the game are marked this way at all, but if makeshift/pipe weapons could actually have more randomness?
I'm trying to figure out a mod list with modded weapons, but where damage is based off caliber (true damage), possibly use MAIM for injury or your headshot mod not sure yet, and make perks solely used for weapon handling. But on top of that make makeshift weapons keep the "unreliable" feel even though damage will be high, which recoil and inaccuracy seemed like the logical answer. Anyways thanks for all the great mods! Itsd making my next 3 planned playthroughs exciting!
Greatest thanks & kudos! Tho I play in TPS mode, and it's annoying how often the projectiles to miss/misaligned with the crosshair & somehow after installing this, it fixes the issue I experienced or at least the projectile is aligned to the crosshair most of the time now.
It is always the tiny mods that can make a huge difference. Much kudos! <3 This is very good for a sniper or maybe a pistol-only playstyle, where you count your shots to the enemies' heads.
That's not how guns work though, making it un-immersive. Any half-decent barrel shouldn't be sending a bullet anywhere other than mere millimeters from where you aim.
It's not really a spray and pray and it's accurate enough really but i like to pretend my character doesn't know much in guns and i even reduced reload speeds by 20% just to make it extra realistic for me.
disagreed, the railway rifle which is presented as a sniper type weapon has the most garbage accuracy to the point that you are going to miss most of your shots beyond 25 meters. this mod fixes that and makes it not suck.
You are all partly right.. Being an old army sniper myself, and having trained recruits to shoot. (In Denmark.)
If you know how to handle a gun, you spend the time to get to know your gun, finetune it's sights over time and really just got the talent, you can shoot the wings of a hummingbird from a kilometer away. (Some shooters with awesome rifles, even far longer than that.)
But an "uneducated" shooter, who barely knows which way to point the gun, and where the trigger is, can't hit an elephant, if it's sitting on his or her face. If he/she does hit, it's more luck than anything.
So.. Guess the choice on whether or not to use this mod, comes down to = Do you want your SS to know what they are doing with a gun? Or do you want your SS to be a novice with guns?
Personally, I play with Nate - Who is an army veteran.. No way, he didn't learn how to properly handle his weapons.
Anywho, that's my opinion, and I'm gonna try this mod out.
I don't know much about guns but i think it's safe to assume that 200+ years old and makeshift pipe guns wouldn't be too accurate, specially considering you find some of them just lying around, with zero maintenance done
35 comments
Also, and I don't know if the guns in the game are marked this way at all, but if makeshift/pipe weapons could actually have more randomness?
I'm trying to figure out a mod list with modded weapons, but where damage is based off caliber (true damage), possibly use MAIM for injury or your headshot mod not sure yet, and make perks solely used for weapon handling. But on top of that make makeshift weapons keep the "unreliable" feel even though damage will be high, which recoil and inaccuracy seemed like the logical answer.
Anyways thanks for all the great mods! Itsd making my next 3 planned playthroughs exciting!
(1399)[debug] weapon formid: 001E0959 Combat Rifle changed aimModelConeIronSightsMultiplier 0.1
(1399)[debug] weapon formid: 001E0957 Combat Rifle changed aimModelConeIronSightsMultiplier 0.1
(1399)[debug] weapon formid: 001E0951 Combat Rifle changed aimModelConeIronSightsMultiplier 0.1
(1399)[debug] weapon formid: 001D77A6 Flamer changed aimModelConeIronSightsMultiplier 0.1
(1399)[debug] weapon formid: 001D77A5 Flamer changed aimModelConeIronSightsMultiplier 0.1
INI uses filterSkipFlags, but I cannot find anything about that filter in Robco Patcher articles.
@Edit
I found filterByFlagsExclude in Robco Patcher changelog but it actually should be filterByFlagsExcluded
Tried this and seems like it works:
filterByFlagsExcluded=notplayable
I agree with you. Not every gun is 100% accurate, It usually depends on the user, caliber or distance.
Being an old army sniper myself, and having trained recruits to shoot. (In Denmark.)
If you know how to handle a gun, you spend the time to get to know your gun, finetune it's sights over time and really just got the talent, you can shoot the wings of a hummingbird from a kilometer away. (Some shooters with awesome rifles, even far longer than that.)
But an "uneducated" shooter, who barely knows which way to point the gun, and where the trigger is, can't hit an elephant, if it's sitting on his or her face. If he/she does hit, it's more luck than anything.
So..
Guess the choice on whether or not to use this mod, comes down to = Do you want your SS to know what they are doing with a gun? Or do you want your SS to be a novice with guns?
Personally, I play with Nate - Who is an army veteran..
No way, he didn't learn how to properly handle his weapons.
Anywho, that's my opinion, and I'm gonna try this mod out.