- All games
- Fallout New Vegas
- Mods
- Gameplay Effects and Changes
- GBMM - Gun Behavior Mod Merge
GBMM - Gun Behavior Mod Merge
-
Endorsements
-
Unique DLs--
-
Total DLs--
-
Total views--
-
Versionv1.31
- Download:
- Manual
0 of 0
File information
Last updated
Original upload
Created by
Befo - luthienanarionUploaded by
BefoVirus scan
Safe to use
Current section
Activity logs
This page was last updated on 30 July 2014, 10:23PM
- Changelogs
-
-
Version v1.31
- Added [url=http://www.nexusmods.com/newvegas/mods/55709/?]Gun Follows Crosshairs in First Person[/url] by grasscid
-
Version v1.3
- v1.3 - Realistic Reloading Update, Increased Weapon Jamming, Ballistics with Bullet Drop, Muzzle Flash, Recoil Improvements, various tweaks and fixes
SPECIAL NOTE:
- GBMM now requires Lonesome Road and the Gun Runners Arsenal
- We will try to make this optional in a future update, if possible
Realistic Reloading:
- Updated to v3.2
- Cleaned a few redundant records
Manual Reload:
- There is now an option to toggle Manual Reloading on/off in MCM (default if Off)
- Realistic Reloading must be On for this feature to work
- NOTE: This feature may not be working as intended currently
Increased Weapon Jamming - More Jams:
- Increased Weapon Jamming - More Jams version added via script
- Can be toggled On/Off in the MCM (default is Off)
- If using NVEC, be sure to either use GBMM's weapon jamming or NVEC's, but not both. They are the same script, but having both active at once is very likely to cause serious issues with the game and quite possibly open up a portal to the Negative Zone allowing Annihilus and his minions to dominate the Earth.
Ballistics Data and Bullet Drop:
- Hitscan Removed, enabling ballistics data to take over
- Pass Through Small Transparent flag enabled (bushes not longer block bullet path)
- Ballistic data added for true bullet drop (based off of Silvie's posted rates); these values will be redone based upon our own formula for CAST in the future
- The ballistics data will be duped in the next version to allow this feature to be turned On/Off in the MCM
Muzzle Flash:
- Better Smoke and Ballistics muzzle flash added to proper vanilla projectiles
- used the Medium Flash and Mild Smoke options
- not included for handguns (wasn't included in the package)
- Muzzle Flash projectile data will be duped in the next version to allow this feature to be turned On/Off in the MCM
Shell Casings:
- Ejected shell casings will no longer instantly disappear when they hit the ground, but will remain in the game for 10 minutes
- This will not be visible for your shells in first person, but you will still see it for NPCs
- similar to the popular Shells Rain for FO3
Recoil Improvements:
- Two new recoil levels added (very high and extreme), based upon a linear progression
- Two new conditions that affect (reduce) recoil: crouching and aiming down the ironsights
- Other conditions that affect are weapon skill, weapon weight, weapon condition, STR and rate of fire
- Using binoculars will no longer break the recoil script
- Energy weapons should no longer have recoil
Gun Decals (Bullet Wounds):
- Bullet wounds are now visible to 15000 game units (max actor draw distance)
Bullet Impact Increased LOD:
- Bullet impacts now show to 15000 game units (max actor draw distance)
Projectile Fix:
- 40mm grenade now has proper projectile path (AG Shell Casing Fixes 1-1 by ApocalypticGirl)
- this fix was left out of NVEC, so this is just in here for the eventual merge
- v1.3 - Realistic Reloading Update, Increased Weapon Jamming, Ballistics with Bullet Drop, Muzzle Flash, Recoil Improvements, various tweaks and fixes
-
Version v1.2
- [b]v1.2 - Various Auto Aim fixes and a VATS fix[/b]
fAutoAimMaxDistance set to 8192
- vanilla is 1800, PN default is 5000
- this should allow you to hit targets accurately further down range
- accuracy will still be affected by weapon spread, weapon condition, gun skill, etc in true RPG fashion
- this value was chosen by feedback from JIP who assured me this is the maximum effective distance Auto Aim will work; any higher value will be disregarded by the engine
fAutoAimScreenPercentage set to 0.10
- vanilla is set to 10, PN default is set to 0.10
- this effectively disables vanilla auto aim without truly disabling it thus causing issues
fAutoAimMaxAngle set to 0.10
- vanilla is set to 3.0. PN default is 0.10
- this should remove any issues of curving bullet paths, without disabling the angle entry thus causing issues
fVATSMaxEngageDistance
- set value to 8192
- there is no vanilla setting for this
- this allows you to engage targets using VATS at a much greater distance, without granting you any bonuses/penalties for doing so
- this value was chosen based upon feedback from JIP who assured me this is the maximum distance you can target someone with VATS; any higher value would be disregarded by the engine
- [b]v1.2 - Various Auto Aim fixes and a VATS fix[/b]
-
Version v1.0
- [b]v1.0 - Initial Release[/b]
Fixes weapon ironsights animations by removing the fake camera recoil that vanilla FNV uses to simulate true recoil
- fully compatible with all of the DLCs
- fully compatible via the optional animation patches with NVEC, WMX, and Weapon Animation Replacers
Adds true scripted recoil from the Vertical Recoil Mod, adjustable in a MCM menu
- disabled by default (NOTE: This means there is no recoil in the game, and shots will be cheat level accurate - NOT RECOMMENDED!)
- recoil can be set to Very Low, Low, Medium, or High via the MCM menu
Adds 00 Commando Redone Shotgun scripting, to enhance the usefulness of shotguns
- this feature is disabled by default, and can be toggled on/off in the MCM menu
- the feature works with all vanilla and many modded shotguns (provided the mod shotguns are added to the shotgun perk list)
- this feature works by script and thus should be compatible with WMX and WME
- 8 projectiles per shot when the weapon is fired
- condition is increased by ~50% to account for increased damage - this will mean that any weapon mod that increases condition will not increase by the percentage it lists
- minimum spread is reduced by ~60% of its original value
- spread is reduced by a factor of 7 (It varies per weapon, and is the most chancy part of the changes. So long as a weapon's spread falls between any of the vanilla shotgun values, it should work correctly, anything outside those values could have unwanted changes.)
- weapon damage is increased by ~12% to account for the extra projectile from each shot
Adds Realistic Reloading
- This feature is currently active by default, and cannot be turned off. We will try to make this toggle-able in the MCM menu in the next version.
- Weapons don't automatically reload after spending the whole magazine.
- The mod will remember the ammo left in the weapon's magazine after changing weapons.
- Reloading early will remove the ammo left in the magazine from the player and, if you don't have it already, add an item called "Partially Spent Magazines" to your inventory (under Misc).
- Changing ammo type while having a partially spent magazine will also count as reloading early.
- Weapons that reload bullet by bullet will not have ammo removed, but will remember the ammo left when changing weapons and have the automatic reloading disabled.
- If you're playing on Hardcore mode, the "Partially Spent Magazines" item will increase in weight in accordance to the ammo it is holding.
- You can reload a partially spent magazine back by pressing a button (Y by default, but you can map it to a different key in the mod's configuration menu). Note: The size of the used magazine is random.
- If you run out of a certain type of ammo, but have partially spent magazines of that ammo type, you'll automatically regain one used magazine back. Note: The size of the used magazine is random.
- You can use the "Partially Spent Magazines" item in a Reloading Bench to move all the ammo from them into new magazines (in other words, return all your ammo).
- You can press the Discard/Retain setting key (J by default, but you can map it to a different key in the mod's configuration menu) to change between keeping or dropping the ammo when reloading early. If you have it set on discard, you'll drop the remaining ammo at your feet where you can pick it back up (careful though, it tends to roll away). The features involving used magazines are still available when this setting is on, but no additional ammo is sent to the Partially Spent Magazines when reloading early.
- You can access the mod's key mapping settings by pressing the ESC key and going into "Mod Configuration > Realistic Reloading".
- Weapons that you're able to throw (explosives, throwing weapons, etc.) or weapons that don't use ammo (Detonator, Laser Detonator, melee weapons, etc.) are not affected by this mod.
- When your Repair skill reaches 50 (naturally, without drugs or other items), you will gain the Ammo Savant perk which lets you recover ammo from partially spent magazines without needing a reloading bench.
- Pressing a button (U by default, but can be changed) while not in combat will bring the ammo recovery dialogue where the player may choose to run the ammo recovery process (Note: This process may take longer if you have a lot of ammo to recover, but you can cancel the process by pressing the Attack button).
- Performing a retention reload (i.e. playing with the Retain Ammo setting on and reloading early) will slow down your reload speed by 20% (note that the effect goes away when reloading after emptying the magazine since you don't retain empty magazines).
- [b]v1.0 - Initial Release[/b]
-
- Author's activity
- Load more items
- Mod page activity
-
April 2024
-
01 Apr 2024, 11:21AM | Action by: Wreirik
Endorsed
'GBMM - Gun Behavior Mod Merge'
March 2024
-
31 Mar 2024, 10:08PM | Action by: ECNALBELTRAN111
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
19 Mar 2024, 5:42PM | Action by: CyberSkunk94
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
18 Mar 2024, 9:24AM | Action by: 420gamerdude
Endorsed
'GBMM - Gun Behavior Mod Merge'
February 2024
-
24 Feb 2024, 11:54PM | Action by: Crash89045
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
12 Feb 2024, 6:47PM | Action by: ToxeNRald351
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
09 Feb 2024, 6:52AM | Action by: Darksource25
Endorsed
'GBMM - Gun Behavior Mod Merge'
January 2024
-
28 Jan 2024, 4:55PM | Action by: PichuYang
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
18 Jan 2024, 2:07AM | Action by: WarRocker32
Untracked
'GBMM - Gun Behavior Mod Merge'
-
17 Jan 2024, 7:36PM | Action by: Justantinople
Untracked
'GBMM - Gun Behavior Mod Merge'
-
12 Jan 2024, 5:11AM | Action by: Mrsandbagman
Untracked
'GBMM - Gun Behavior Mod Merge'
-
10 Jan 2024, 8:42PM | Action by: DHunter93
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
09 Jan 2024, 6:10AM | Action by: Mrsandbagman
Tracked
'GBMM - Gun Behavior Mod Merge'
December 2023
-
27 Dec 2023, 12:53AM | Action by: Manocraft1
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
26 Dec 2023, 10:22PM | Action by: DovahKindaLovesTheLAER6
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
08 Dec 2023, 6:01AM | Action by: Lucarioyo
Endorsed
'GBMM - Gun Behavior Mod Merge'
November 2023
-
17 Nov 2023, 9:37AM | Action by: giantgnat
Endorsed
'GBMM - Gun Behavior Mod Merge'
October 2023
-
23 Oct 2023, 4:19PM | Action by: Shklefa
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
23 Oct 2023, 2:40AM | Action by: Zzayash
Endorsed
'GBMM - Gun Behavior Mod Merge'
-
18 Oct 2023, 7:06AM | Action by: misterAnansi
Endorsed
'GBMM - Gun Behavior Mod Merge'
-