causes lots of flashing lights dont use if that might be a issue for you
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
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Changelogs
Version 1.1
Now slightly angrier! Removed all reliance on game timers. Performance should be smoother and more consistent. (This was actually supposed to be the original version, I just uploaded the wrong file. Sorry!)
"God fights on the side with the best artillery" --Napoleon, probably, idk
Annoyed at the lazy-ass Minutemen for taking so long to fire the artillery? Don't feel like 1-2 shells per minute really captures the essence of what artillery is all about? Want to rain lightning-fast concentrated death on your enemies? Then this mod is for you!
A full barrage now consists of 6 rapid 3-shell volleys (if you have enough artillery, that is; you need at least 3 to fire full-sized volleys, obviously, and more means more volleys, up to the maximum). The first is guaranteed to be perfectly on target, and the rest blanket the area. The whole show is over in about 20 seconds, though your jaw may take longer to close afterwards.
Known Issues
Artillery no longer turn towards their target. This is by design, and is required to improve fire rate. Turning toward the target requires not just the animation time, but several timers and callbacks that have unacceptable latency.
When calling in artillery very far from your position (try the flare guns included in Artillery Fire and Range Expansion for that, they're hella fun) sometimes fewer shells land than are fired (2 per volley instead of 3). I think this has to do with view distance interacting with the invisible dummy objects that call down the shells. In any case, it's a Bethesda problem; try calling in fire a bit closer to see the full effect.
This was a bitch to make without the GECK, btw. Mod includes source code for modified scripts. Original scripts decompiled with Champollion, recompiled with Caprica.
(This mod requires bInvalidateOlderFiles=1 under the [Archive] section of Fallout4.ini, but so does everything else, so I won't go into it deeply here.)
(This video courtesy of ThrowingTracks, who I now love.)