Fallout New Vegas
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  1. mamelukturbo
    mamelukturbo
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    Sticky
    Does anyone's recoil stop working after you go to dlc? I would like some confirmation on this as I am currently playing TTW and when I went to OWB my recoil stopped working. I have fixed it in my working version of the mod, but was wondering if anyone who experienced the following could give me some feedback so that I can see if its issue with the mod or TTW.

    - did you go to OWB and did the recoil work after you appeared there?

    - did you do some quest / dlc start where all items are taken from you and then you recover them - did the recoil work all the time? after recovering the items? not at all after moving to dlc?

    Reports can be from fallout 3 version of the mod as well (the raven rock, alien abduction situations etc) as well as they're pretty much the same code-wise, but as I said I have next to none time to test.

    Thanks for any feedback.
  2. verinen
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    Is it compatible with Project nevada (since it has some form of recoil implemented)? Also, is it safe to uninstall mid-game?
    1. mamelukturbo
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      Hi, I haven't played nor modded old fallouts since my old computer broke, but from what I remember:

      Project Nevada - I remember using it and iirc, their implementation of recoil was just effect on spread = the longer you shot the wider the crosshair became, whereas my mod adds the upward movement and compliments PN. They might have changed that in later versions or I might remember incorrectly mind you. But I am fairly sure I wouldn't make a mod which would be something PN already included as I was a great fan of PN and considered it mod I wouldn't play without.

      So by what I remember they are perfectly compatible as I developed the mod alongside PN which was current at that time (no idea if they updated since)

      This mod should (I very much want to say "is" but the game engine being what it is one can never know) be safe to remove/reinstall mid-game at your leisure (as I have done so many times myself). On technical side this mod doesn't modify nor attach nothing to any of the vanilla assets, the only thing vanilla it modifies is the leveled lists for vendors, which are not known to cause crashes or bloating.

      To be on the safe side (as you should with installing/uninstalling any mod imho) go into small interior (I always recommend Victor's shack in Goodsprings), save your game, exit game, add/remove mod, start game, load game, wait inside the victor's shack 4 days (or whatever your cell respawn is set to) and you should be safe to go.

      The above (so called "clean save", although there is nothing like that in gamebryo engine without external tools) forces the game to re-fill the spawn spots, vendor inventories, npcs, npc inventories etc, the whole shebang which are set to respawn to fill with the things from the current mod load order, thus theoretically in the process eliminating entries from deactivated mods and including entries from activated mods.

      Wall of text crits you for 9001!
  3. nukeclears
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    I think this would be a lot more popular if you made this mod page look a bit more professional.
  4. maiqheliar1
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    somehow i have reverse recoil as in the gun goes down instead of up in ttw anyone know why ?
    1. oMarkyMark
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      same thing happens to me
    2. angryglock
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      Me too. On every weapon I've tried. I do not use TTW, PNV, or Fook or any major overhaul.
  5. oMarkyMark
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    Hi I just installed and my weapon goes down while shooting,recoil is working but it goes down instead of up im using weapons of the new millenia but it even happens with vanilla weapons after a few reloads the recoil goes up like it should?
  6. retroversion
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    gonna try this in my new play through! also does this add recoil for enemies as well? or is it just for the player
  7. ken2576
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    It seems that the Minigun MK II from AWOP will break the script and won't have any recoil.
    1. mamelukturbo
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      I haven't put recoil on mniguns because I've been told they have minimal recoil irl as the recoil is used to rotate the barrels. I've no idea if it's true as I am not gun maniac, but it's what I went with - call it artistic license

      Or do you mean equipping the minigun breaks the script as in the recoil won;t work on any weapon equipped after Minigun ?
    2. ken2576
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      Yes, any other weapon after the minigun won't have any recoil. I have to restart the game to get the recoil script back.
      Other than that, this is a very nice mod! Endorsed!
    3. mamelukturbo
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      I will investigate and try to fix it, though probably won't be soon due to time constraints. Thanks for reporting!
    4. mamelukturbo
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      2.4b fixes the issue, thanks for your report!
  8. bioshards
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    Q1: does this work for npcs too?
    Q2: do the weapon's stats influence the amount of recoil or do all weapons of a peticular type do the same amount of recoil?
    1. mamelukturbo
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      1 - It only affects player, I'm not sure if the engine processes combat in such manner it would make sense to add it to npc's too.
      2 - Currently it applies the same amount of recoil to all guns, modified by your Guns skill, strength and condition of weapon. I am planning to expand the mod to add different recoil to different weapon types but I am rather busy irl atm so haven't had a lot of time to mod sadly.
    2. bioshards
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      the amount of recoil should be based around the amount of damage the weapon does per projectile. and i think a way of adding this to npcs would involve detecting when they fire their weapon and reducing their skill by a certain amount. just a suggestion in case you ever decide to revisit this mod
    3. SurvivorJake
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      Rather than damage per shot, I'd say recoil should be based off of the caliber of ammo used by a firearm. This would be the most realistic choice as recoil should be rather consistent among weapons chambered for the same ammunition.

      Anyway great work with the mod. I'll be looking forward to updates in the future.
  9. godchild12
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    Hmm... I think there are already many recoil-integrated weapon mods so far.

    Aw well, I will give this a try!

    Good work, mate!
  10. Verz
    Verz
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    Thanks alot for this, gonna test it right now and I'll edit my post! I was using some other one already but I disabled it like a week ago, since it had some ridiculously annoying bug - the horizontal recoil made the weapon sometimes go in totally random direction for no reason suddenly, made it almost impossible to use automatic weapons in the long run. In the meantime, could you possibly say what graphic mods are you using? your game looks amazing, kinda like my F3 did in it's prime, but I got too lazy...
    1. mamelukturbo
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      I use

      -installed in this order
      NMC textures FNV - http://www.nexusmods.com/newvegas/mods/43135
      Ojo Bueno - http://www.nexusmods.com/newvegas/mods/39755
      UHQ Terrain Overhaul - http://www.nexusmods.com/newvegas/mods/57479 with Red Rocks optional

      and then handpicked combination of (in no particular order)
      MG Neat Clutter - http://www.nexusmods.com/newvegas/mods/42551
      Urban Chems and Food Retex - http://www.nexusmods.com/fallout3/mods/20749 and http://www.nexusmods.com/newvegas/mods/43919
      some textures from my FO3 install
      and some other small retextures from around nexus

      all recompressed to mostly 2048px (with exceptions of LOD block texture and rocks texture which are 4096px and small clutter like cigarette, pencil etc are 1024px)

      For weather I use URWLENB which comes with it's own weather mod and enb + sweetfx config (I dont use ambient occlusion from enb and only use smaa & lumasharpen from sweetfx). You can find it on ModDB, there is version for fallout 3 as well.
    2. Verz
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      Thanks! I endorsed the mod, this is literally best recoil mod 'on the market' if you ask me.... This is the one that actually feels 'right', and there's no bugs like your aim flying away to some random point or random weapons (like energy ones) getting affected. Great job, you definately deserve more endorsments for this man.
    3. mamelukturbo
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      Why thank you

      Glad you enjoy the mod, all I ask is to report any bug you find. Already released an update today as an user on FO3 nexus discovered equipping mines and grenades broke the script and recoil stopped working - I never thought of that when testing only used guns, unarmed and melee. Every bug hunt and my mods as whole are entertaining yet also learning experience for me as I am but a beginner in modding.

      I've started working on first steps toward implementation of different recoil strength modifiers for pistols shotguns etc today.
  11. Dizzyjay
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    I am looking for a more polished recoil mod, and this one separates energy weapons!!! However, I am still gonna stick with this :http://www.nexusmods.com/newvegas/mods/46433/?

    Mainly because I wish there were a way to have different sets of recoil variants, in this one My deagle has the same recoil as a automatic, so If i want my deagle to kick like a horse, my automatics are basically impossible to use. Same goes for sniper rifles. But I ll track this just to see where it goes.
    1. mamelukturbo
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      I plan to add separate recoil for pistols/shotguns, but firstly I wanted to get the rewrite out and catch any potential bugs with the core script before expanding on it.

      Not exactly sure how to refine the weapon type filtering yet, since now I filter by skill it uses and by a set formlist of ignored ammunition. I was thinking about detecting the grip animation and not automatic for pistols (which would probably make automatic pistols still share recoil with automatic rifles, but it's a start). Shotguns should be easier since I could just detect if weapon uses shells, but that has the potential downside of being incompatible with shotguns using custom ammo. Once I come up with good ruleset to more refine the weapons I will work on implementing the different recoils for pistol/automatics/shotguns

      My other plans are to include mcm menu for configuring the strength of recoils. My dream plan is to include the returning movement of the crosshair in realistic manner but since I'm quite thick I haven't figured a script for that yet.

      Lastly my plans include playing the game for a bit as well ^^
    2. Dizzyjay
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      Sounds very nice!!! This mod has some seriously good potential!!!