Endorsed and voted !! What I did was to add the weapon types keyword to the formlist. E.x. ma_BallisticGun so all weapons that use bullets will have the scope HUD, even any modded weapon, since most of them rely on vanilla keywords.
Are you referring to the weapon's transparency rather than the HUD? I'm not very familiar with 3D models, so I'm not sure if that's something that can be done through a mod.
I am very grateful for your work. Some of the retacles of the sights are almost invisible in strong light, which has troubled me for a long time. Your mod has solved this problem to some extent. Although using FO4Edit may require some basic knowledge, fortunately I learned it. By adding keywords, I finally solved some of the sights' poor experience in strong light. It would be even better if this accuracy could be maintained throughout the display. I think we can also add classic horseshoe shaped reticles or holographic ring with raised reticles.
Thank you for your kind words! What do you mean by "maintaining accuracy throughout the display"? Is there a specific issue? Since I rely on a translator due to my limited English skills, it can be difficult for me to understand complex sentence structures.
Hello, Thanks, the mod is excellent, but as usual, I now have a happy problem: Some time ago I could shoot targets 500 meters away or more, now my maximum is between 100 and 110 meters, it's frustrating to be able to see a target and know that if I shoot it there will be no effect.
I'm playing with penetration framework included in ECO, therefore mods like wasteland ballistics or weapons of fate might not be compatible
The question is: Does anyone know of any way to increase the firing range?
Unfortunately, this is a limitation caused by the game's engine optimization, so it's difficult to fix through mods. Fallout uses 'Cell' and 'Location' for loading optimizations. This means that Locations farther from the player, except for NPCs, donāt load other objects, and the terrain is just a simple illusion without physical collision detection. The determination of projectile impact range depends on whether physical collision is possible, so, unfortunately, as explained above, this issue canāt be fixed. Additionally, itās normal for actors beyond 150 meters not to be detected by the mod, as I have coded the collision calculation to only occur within that range, assuming that calculations beyond that distance are unnecessary.
Thank you very much for this mod; it's incredibly useful. However, during use, Iād like to point out a few minor bugs and offer some suggestions. 1. In a Chinese language environment, some target names fail to display correctly. I believe this is because the font file in your mod, `/_assets/1_font_notosans_Noto Sans KR Regular.ttf`, does not support Chinese characters. I think replacing it with a font that has broader character support would improve multilingual compatibility. 2. I once searched online for a mod that displays target health values, but it seems no such mod exists. I think your mod could go a step further by showing the target's health and even their attributes (like the stats in VATS). This would be an extremely useful tool. I tried modifying your code myself, but Iām not very skilled with SWF editing or the related APIs, so Iāve come here to ask for your help.
I have already included both Traditional and Simplified Chinese characters in the font, even at the cost of increasing the file size. However, are the characters still not displaying correctly? Unfortunately, I am not very familiar with SWF editing, so I am not sure how to make it easier for users to change the font themselves. If you would like, I can provide the original source file, which was created with Animate 2022, so that you can modify it directly. Additionally, I am considering creating a version that provides more detailed information beyond the current type. However, the work is more complex than I initially expected, so I cannot guarantee when it will be completed. I appreciate your feedback.
I love this mod, makes Weapons of Fate more favourable imho. Would love to see an update for NG but other than that. No notes. It's like playing Sniper Elite
I find this discussion very interesting, though most of it is way over my old grey haired head. I love playing the long range sniper, and I have some mods that aid that role. I play at ugrid 7 most of the time, and some times ugrid 9. The rangefinder appears to looses contact(no longer measures distance) some where in ugrid 7. I hunt the green sea for deathclaws and rad scorpions in ugrid 9. Would be way cool to know what the those distances are in feet/yards/meters. My goto rifle: Remington Model 700 https://www.nexusmods.com/fallout4/mods/52950
This mod internally checks up to a compass distance of 150. If the check is not possible below 150, it means 'the location' is unloaded, and while the terrain may be visible, there are no physical calculations made, so the distance cannot be measured. This issue is not much related to the ugrid settings. You can confirm if this phenomenon is correct by traveling to that location, turning back, and then aiming your scope again to see if the distance measurement works. If this matches what I'm describing, it's a game engine issue, and it's impossible to fix it through the mod. However, if it's just a case where the compass distance exceeds 150, I will consider adding a distance adjustment feature in the next update.
Actually, I'm not sure either. I thought it would be a value divided by 10, but when I tested it before, for a range of 50, damage reduction started at a distance of 5, but for 110, it didn't start at 11; it started around 16...
200 units. The issue is with the default setting of uGridsToLoad=5 - you will be hard pressed to ever engage a target at that distance. You'd literally have to move closer to get it to spawn into the world - then move backwards and fire just before it disappeared. ----- This mod is my go-to base game/modern weapon distance mod - hands down. No patches, no mess. ----- Distance Measurer is my go-to old school primitive action weapon style - hands down. It's limitation of a hostile laser which causes enemies to draw aggro fits the very theme of a crude, tech deprived play through. One where a Colt SAA is your 10mm pistol and your "high tech" distance binoculars can work against you if you aren't careful. :D
To convert in-game units to Feet multiply the Range by 0.046875. All projectile weapons have a *base range of 256 which is equal to 12 Feet. (256 x 0.046875 = 12).
*This is before any OMODs like attachments are factored in.
Distance in "Units" is different than the displayed "Range" statistic on weapons. To convert from āRangeā to feet, multiply by .625; to convert from feet to ārangeā, multiply by 1.58.
I tried to find the infographic on this, but I couldn't. So instead, here is a Reddit post with sources.
You seem to be suggesting that a long barreled Hunting Rifle has a max Range of about 52 yards. Might as well throw a baseball (not much further from home to 2nd base) if that is as far as it can do reliable damage. That equation makes sense for a short barreled double barrel shotgun (roughly 9 yards) - it makes literally no sense for a reach out and touch someone weapon like a Hunting Rifle.
If you've never seen Enemy at the Gates - it will give you a different perspective of a "legendary sniper". If you have - then realize that is the role Fallout 4 paints for you. It doesn't cater to 1 mile AX-50 shots...
This sniper rifle mod gives you optional sniper variables such as bullet drop and distance etc when you install it, so this mod would work nicely with it although I haven't personally tried it yet:
This mod causes ctd when trying to equip thirst zapper for me. I had the original version of the mod installed. Removing the mod and thirst zapper works.
Have you installed "Nameplates - Floating Healthbars"? It looks like there is a conflict with the Hudexension.dll. from this Mod. With these two mods my game ctd no matter what I click on in the pipboy. After uninstall one of these two everthing works fine.
I tested it, and it seems that the mod is not working properly for the 'Thirst Zapper.' Internally, it fails to retrieve keyword data. In this case, the exception handling should ensure that only the HUD does not display, and I also do not experience any CTDāonly the HUD fails to appear. However, if there are other conflicting mods, there could be a chance of a CTD occurring, though I'm not certain. Since I don't know the exact cause, I can't fix it for now.
After reading the comments below, I tested it with six HUD-related mods, including Nameplate, FloatDamage, and Simple Combat HUD, but I didn't find any particular issues. If a CTD occurs immediately upon equipping, it is more likely due to another mod that checks item information upon equipping rather than a HUD-related mod.
I'll attempt a fix, but since I can only make accurate corrections if I can reproduce the bug, the chances of a successful fix are low.
I just equipped, zoomed, and fired my Thirst Zapper a few times just to test this issue and had no problem or crash at all, my guess is it's a conflict at your end.
N.B. I'm using the latest version of this mod (2.1.3) if that makes a difference.
Would it be at all possible to add to the options in customisation one that just has the digits, i.e. no box and no words (Impact Dist etc), just the actual distance digits.
This option was added in the recently updated 2.1.1 version. Please enable the 'Show HUD Only Distance' option in the MCM. When the numbers are displayed alone, they might not be clearly visible depending on the background scenery. I considered adding an outline, but it might be divisive, so I decided not to include it for now.
Thank you for adding this, much appreciated. I tried it last night and it worked fine, and I managed to change its colour by clicking in the Vanilla box and changing the colour from the pallet on the right, I also changed its position on MCM. The only thing I couldn't do is change its size which would've made it more visible. I clicked in the "100" box thinking I could input a different number there but I couldn't no matter what I tried, unless I'm doing it wrong. Either way Many thanks again for a lovely job and great support, much respect š¹
When you click the '100' in the top-right corner as you mentioned, a yellow border should appear and you should be able to input a different number. It works fine on my end without any issues, so there might be some kind of conflict, but Iām not sure what the cause is.
My bad, yesterday I was trying to change the value using the "number pad" on my keyboard but wasn't working. I also tried up arrow, plus sign key, and none was working.
I just tried again using the number keys at the top of the keyboard and it worked fine and changed size without issues, a weird little glitch but at least it's working now š
https://www.nexusmods.com/fallout4/mods/54600 thats the mod ,unfortunately i can't tell you if it worked with the previous versions i only noticed it today when playing with the latest version of your mod
I have difficulty understanding whether the issue is still happening or if it has already been resolved due to my limited English skills. I will explain it from the perspective that the issue is still present. Upon reviewing the QBZ mod, I found that it has the keyword 'dn_HasScope_ReflexSight' for scopes, which is different from 'HasScope,' and the mod's ESP also contains a unique keyword 'toounScope.' Since I cannot handle every individual element related to these mods, I kindly ask you to refer to the description in the Article tab and add the necessary keywords, even though it may be a bit of a hassle.
112 comments
What I did was to add the weapon types keyword to the formlist. E.x. ma_BallisticGun so all weapons that use bullets will have the scope HUD, even any modded weapon, since most of them rely on vanilla keywords.
Anyway, I am very grateful for your work.
I think it should be 'always display'. My English is not very good either, haha.
I'm playing with penetration framework included in ECO, therefore mods like wasteland ballistics or weapons of fate might not be compatible
The question is: Does anyone know of any way to increase the firing range?
Additionally, itās normal for actors beyond 150 meters not to be detected by the mod, as I have coded the collision calculation to only occur within that range, assuming that calculations beyond that distance are unnecessary.
1. In a Chinese language environment, some target names fail to display correctly. I believe this is because the font file in your mod, `/_assets/1_font_notosans_Noto Sans KR Regular.ttf`, does not support Chinese characters. I think replacing it with a font that has broader character support would improve multilingual compatibility.
2. I once searched online for a mod that displays target health values, but it seems no such mod exists. I think your mod could go a step further by showing the target's health and even their attributes (like the stats in VATS). This would be an extremely useful tool.
I tried modifying your code myself, but Iām not very skilled with SWF editing or the related APIs, so Iāve come here to ask for your help.
Additionally, I am considering creating a version that provides more detailed information beyond the current type. However, the work is more complex than I initially expected, so I cannot guarantee when it will be completed. I appreciate your feedback.
My goto rifle: Remington Model 700
https://www.nexusmods.com/fallout4/mods/52950
Is the range of the weapon consistent with its length in the game world?
When the maximum range of a rifle is 200 units, how far is the range in the game? It's hard for me to imagine.
The issue is with the default setting of uGridsToLoad=5 - you will be hard pressed to ever engage a target at that distance.
You'd literally have to move closer to get it to spawn into the world - then move backwards and fire just before it disappeared.
-----
This mod is my go-to base game/modern weapon distance mod - hands down. No patches, no mess.
-----
Distance Measurer is my go-to old school primitive action weapon style - hands down. It's limitation of a hostile laser which causes enemies to draw aggro fits the very theme of a crude, tech deprived play through. One where a Colt SAA is your 10mm pistol and your "high tech" distance binoculars can work against you if you aren't careful. :D
*This is before any OMODs like attachments are factored in.
Distance in "Units" is different than the displayed "Range" statistic on weapons. To convert from āRangeā to feet, multiply by .625; to convert from feet to ārangeā, multiply by 1.58.
I tried to find the infographic on this, but I couldn't. So instead, here is a Reddit post with sources.
Might as well throw a baseball (not much further from home to 2nd base) if that is as far as it can do reliable damage.
That equation makes sense for a short barreled double barrel shotgun (roughly 9 yards) - it makes literally no sense for a reach out and touch someone weapon like a Hunting Rifle.
:p
I thought I could play as a legendary sniper using a long rifle.
Just like you know the plot of the movie.
If you have - then realize that is the role Fallout 4 paints for you. It doesn't cater to 1 mile AX-50 shots...
M20A1 'Whalegun' Anti-Tank Rifle (Beyond Citadel) at Fallout 4 Nexus - Mods and community
After reading the comments below, I tested it with six HUD-related mods, including Nameplate, FloatDamage, and Simple Combat HUD, but I didn't find any particular issues. If a CTD occurs immediately upon equipping, it is more likely due to another mod that checks item information upon equipping rather than a HUD-related mod.
I'll attempt a fix, but since I can only make accurate corrections if I can reproduce the bug, the chances of a successful fix are low.
N.B. I'm using the latest version of this mod (2.1.3) if that makes a difference.
Hope this helps.
Would it be at all possible to add to the options in customisation one that just has the digits, i.e. no box and no words (Impact Dist etc), just the actual distance digits.
Thanks in advance.
The only thing I couldn't do is change its size which would've made it more visible. I clicked in the "100" box thinking I could input a different number there but I couldn't no matter what I tried, unless I'm doing it wrong.
Either way Many thanks again for a lovely job and great support, much respect š¹
I just tried again using the number keys at the top of the keyboard and it worked fine and changed size without issues, a weird little glitch but at least it's working now š