File information

Last updated

Original upload

Created by

morita_K

Uploaded by

dnfrealtec

Virus scan

Safe to use

Tags for this mod

About this mod

The script for Artillery has been completely rewritten and improved. Through the MCM, you can configure every imaginable artillery capability. Additionally, a HUD has been added to enhance convenience.

Requirements
Permissions and credits
Translations
  • Russian
  • Mandarin
  • French


This mod adds a completely new artillery system that operates independently of the vanilla artillery, with scripts and various elements used in the mod entirely rewritten to provide an artillery system that resolves the issues found in the vanilla version. The provided MCM menu allows you to modify most of the aspects you can think of, including the explosion damage, number of shots per artillery piece, range, and spread pattern. Additionally, a HUD is added to display the artillery's reload time, and if desired, you can enable an option in the MCM to purchase and load artillery shells, which will then be used during artillery strikes. In this case, the HUD will also show the stock of loaded shells.

This mod allows you to craft artillery and perform fire missions not only in the Commonwealth but also outside of it. Additionally, by enabling the 'Remove Artillery Prerequisites' option in the MCM, you can perform fire missions without completing the Old Guns quest. This applies not only to Far Harbor and Nuka-World but also to mod-added worlds like London

note: This mod is fully compatible with the 155mm Howitzer M1, as the 155mm Howitzer M1 features an impressive appearance and fantastic barrel recoil animation, but does not alter the actual firing mechanics.



Version 3.1.2 update:
Fixed an issue where the HUD would display abnormally if the 'Manual Shell Loading System' option in MCM was enabled before completing the 'Old Guns' quest.

Version 3.1 Update:
NG users, please make sure to delete the compatibility patch for this mod that was installed previously.




This mod has some performance limitations for NG users. Explosion damage and ammo prices cannot be adjusted, and HUD functionality will be unavailable.



I will explain the details of the mod one by one.

What makes the artillery in this mod different from the vanilla version?
First, the calculation of artillery shots has changed. In vanilla, the number of artillery shots is based on a strange method where it depends on the number of artillery pieces at the three closest settlements to the player. From now on, all artillery within range can fire, and you can also set how many shots each artillery piece will fire.

Additionally, you can choose from five different firing methods. The artillery fire shown in the video is from the 'TOT Fire' method. Also, the element where the gun rotates before firing has been removed, significantly reducing the time it takes for the artillery to begin firing after a request.

In vanilla, the artillery firing sound from distant guns is heard from the impact point, not from the location of the artillery itself. This has been fixed, and now the firing sound from distant artillery is heard from the location where the shell is flying. If you listen closely to the sound in the video, you'll notice that the firing sound comes from all directions.

Furthermore, since the artillery firing initiation time has been reduced, the integration between the Minutemen Radio and artillery has been removed. However, to prevent this from feeling too quiet, I’ve added the default English voice lines of the Minutemen operator during each stage of the artillery strike, ensuring it doesn’t break immersion. Of course, if you don’t want to hear them, you can disable this option in the MCM.



What’s new?


First, five different artillery fire methods are added at the top of the MCM menu:
- Standard Fire Mission is the standard artillery fire, with a firing speed of about 0.5 to 1 second, depending on the number of artillery pieces.
- Adjust and Fire Mission fires a quick shot first, followed by a brief pause, then continues the artillery barrage at a speed of 0.1 to 0.2 seconds per shot.
- Mini Nuke Drop drops a single mini-nuke, with its power increasing as more artillery pieces are used.
- TOT Fire has a slower firing initiation, but as shown in the video, all shells land at once in a single moment.
- TOT Linear Fire is slightly slower than TOT Fire but ensures that all shells land in a precise linear pattern across the entire target area, providing a more uniform spread of firepower.


Additionally, a HUD has been added to show the availability of artillery and, if manual reloading is enabled, the ammunition stock. Since it’s only useful when artillery is available, the HUD will appear once you progress through the "Old Guns" quest. You can fully customize the HUD’s position, size, color, and transparency in the MCM, allowing for complete flexibility. If you prefer not to have the HUD visible, you can disable it at any time.

Moreover, two new buildings have been added to the "Special" tab in the Workshop building menu: "Artillery Supply Terminal" and "Shell Dump."


The Artillery Supply Terminal sells Artillery Shells, Artillery Smoke Grenades, and the Artillery Guidance Flare Launcher, which can be used to send artillery fire requests.
The Artillery Shell is used when the "Manual Shell Loading System" is enabled in the MCM. You must have a shell for each artillery fire mission, and the number of shells required will correspond to the number of shots fired in that mission. When you purchase them here, they will automatically be loaded and appear in the HUD and terminal menu. If you find the price of the Artillery Shell too expensive, you can adjust it at any time in the MCM. If you prefer not to use the system, If you prefer not to use the system, simply leave the option off in the MCM.
The Artillery Smoke Grenade is divided into Custom and Vanilla types. The Custom smoke executes the artillery fire from this mod, while the Vanilla smoke triggers the vanilla artillery strike. Since the artillery quests are completely separate, you can install and use other artillery mods simultaneously, if you wish.
The Artillery Guidance Flare Launcher is a signal launcher that uses ammunition sold at the terminal. It can be modified for range at the weapon workbench.



Shell Dump is a low-key ammo storage yard. Initially planned to be linked with the mod's functions, it was scrapped due to its inconvenient usage and has now been turned into a simple decorative feature. As the player loads artillery shells, boxes containing shells will appear in the yard, and as shells are used, the boxes will decrease.



This mod allows artillery bombardment not only in the Commonwealth but also in Far Harbor and Nuka-World. Since the settlements in Nuka-World are obtained quite late, by installing this mod, you can immediately operate the Red Rocket settlement in Nuka-World.


MCM Description

In the "Artillery Commander" menu of the MCM, you can modify various settings of the mod. Most options should be self-explanatory based on their names and help messages, so I will only explain the settings that may require further clarification.

Impact Area Range – This setting is quite straightforward in most cases. However, when using TOT Linear Fire, the shells will land from the leftmost to the rightmost edge of the designated impact area.

Manual Shell Loading System - By default, this setting is disabled. When enabled, the infinite symbol on the HUD will change to display the stock of shells, and you will need to purchase shells from the Artillery Supply Terminal to conduct artillery strikes.

Artillery Smoke Grenade Auto-Convert - This mod operates separately from the vanilla artillery, so using a vanilla Artillery Smoke Grenade will trigger a vanilla artillery strike. To use the mod's artillery strikes, you must use the mod's smoke grenades. Since constantly swapping or purchasing these grenades may be cumbersome, this option is enabled by default. When enabled, any vanilla smoke grenades you acquire will automatically be converted into the mod's smoke grenades. Smoke grenades purchased from the Artillery Supply Terminal will not be converted.


Note:
- This mod is not a "patch"! Vanilla artillery consists of various elements and scripts that are scattered and modifying them would only lead to conflicts with other mods and cause the system to break. This mod adds an entirely new artillery system.
- Due to the limitations of the Fallout 4 engine, shells that were not generated in vanilla are now created near the player. As a result, if artillery strikes are requested at very distant locations or at the edges of map boundaries, the firing sound and shell impact location may appear awkward.
- Some elements were removed to make this mod compatible with Nexus uploads, and as a result, remnants of these elements are still present in the ESP file. However, this does not affect gameplay, so there's no need to worry.
- If you are an 'otaku,' you can use the content about the 'moe edition' that has been deleted through this Pastebin link. If you're not an 'otaku,' this content is completely unnecessary and you don't need to pay any attention to it.



Although it's an ESP file, it has the ESL flag set, so it behaves like an ESL file, meaning you don't have to worry about exceeding the index limit when adding the mod.

I don’t speak any English, and all the content of this post and mod was translated with the help of ChatGPT. Since all the text in the mod can be modified in the esp file, feel free to correct any awkward phrasing to your preference. If you encounter any issues with the mod, please leave a comment, and I will check and fix it.

Required Mod:
Fallout 4 Script Extender (F4SE)
Address Library for F4SE Plugins