Fallout New Vegas
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Deus Gladiorum

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DeusGladiorum

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About this mod

Now Version 1.2.1!


Real Recoil is NOT just another copy of Vertical recoilmod. This is the first and only visually smooth, truly dynamic, and realistic recoil system to ever be added to Fallout: New Vegas, and it aims to bring New Vegas's gunplay into the m

Requirements
Permissions and credits


The first-ever mod to bring proper recoil to the Mojave

Now Updated to Version 1.2.1!
.INI System Overhaul; Now A Single Download!
See the changelog below!

Now Requires Lutana NVSE Plugin



Features
  • A dynamic, more realistic system with smooth camera movements and visible effort to control recoil
  • Recoil values based on ammunition, for every type of ammunition in the game, with overall recoil also being inversely proportional to weapon weight and player strength
  • NEW: An .INI file to edit recoil for any ammo type or add new ammunition types from mods (Optional CaliberX support and other mods already included)
  • High compatibility with other mods
  • Plans for future customization, implementation of the MCM to adjust recoil values in-game, individually or globally!
  • Purpose-built for Hitman47101's incredibly well-made 1st Person Weapon Animation Overhaul (though it will work without it just as well)


Real Recoil brings a proper recoil system to Fallout: New Vegas. While there have been a number of recoil mods before Real Recoil, my aim is to make Real Recoil the best among them. Offering a dynamic set of mechanics, high compatibility, and very smooth visuals, Real Recoil offers the closest thing you'll find to recoil systems in modern shooters. Unlike previous recoil mods, Real Recoil, like most modern shooters, uses linear interpolation to calculate recoil for smooth movement, and has the player automatically compensate and fight to lower their weapon.

In addition to this, Real Recoil bases recoil values on the type of ammunition a weapon is using, while also factoring in the weight of the weapon and player strength. Every type of ammunition in the vanilla game, it's DLC, and popular mods such as CaliberX, including variants of the same ammo (e.g. Standard vs +P), is given a recoil value appropriate to their real world counterparts. A lot of effort has been put into balancing these recoil values in a realistic way, but the included .INI file allows you to adjust, remove, or add new values to customize recoil (so yes, you can take away Energy Weapon recoil). This allows for high compatibility, with almost any downloaded weapon mod being immediately compatible with Real Recoil, and the ability to add recoil to any new ammunition added by a mod.



Requirements

Highly Recommended Mods
While in no way required to run, it is highly recommended that you check out the mods listed here for maximum enjoyment of Real Recoil. In particular, you should really check out Hitman47101's 1st Person Weapon Animation Overhaul because it's fantastic and this mod was written, tested, and recorded (in the video above) with it active and in mind.
  • 1st Person Weapon Animation Overhaul - His optional Improved Iron Sights Fire Anims - Vanilla Pack which is also found in the downloads section of this mod is also highly recommended.
  • More Realistic Aiming - A fantastic mod which adds a very nice tremble separate from weapon sway to your aim. Believe it or not, it really enhances the experience.
  • Project Nevada - What're the chances you don't have this anyway? But if you wanted the crosshair and dynamic weapon spread seen in the video above, Project Nevada adds that (and a whole lot more).

Installation
  • Install Requirements and (at least look at) Highly Recommended Mods.
  • If using a mod manager (I recommend Mod Organizer) simply download the latest version via your mod manager.
  • If downloading manually, drag the contents of your the .zip file to your Data folder (on most systems, this will be C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas\Data). Start the New Vegas launcher and click "Data Files" and make sure "Real Recoil.esp" is checked off.


Changelog
Version 1.2.1
Bug Fixes
  • Fixed an issue that caused recoil with grenades from Project Nevada and unsupported ammo

Version 1.2.0
New Features
  • .INI system! Just a single .esp that works no matter what DLC or mods you have, and can be edited easily to change, add, or remove values instantly!
  • Built-in support for CaliberX and other mods! Every ammo type in CaliberX now has a value. Feel the power of that 7.62x39mm!
  • Additional support now for junk rounds added by Dead Money
Changes
  • 12 Gauge Beanbag lowered from 3.40 to 1.63
  • .38 Special lowered from 1.56 to 1.17
  • 45 and .45 HP increased from 1.68 to 1.96, +P from 1.82 to 2.16, and Super from 2.12 to 2.31
Bug Fixes
  • Better performance (you likely won't notice it)

Version 1.1.0
New Features
  • No longer locked to framerate, it now works as expected in slow-motion and at any frame rate! Fantastic for slo-mo in Project Nevada, or the slo-mo automatically initiated by the kill cam. Technical: Works through Delta timing, added by recalculating recoil via the kinematic equation, d = v*t + a/2*t^2 (well, just t^1 in the latter case for this instance to maintain greater parity with 1.0.0).
  • Added a modifier to increase recoil for any pistol or gun held in a pistol fashion (i.e. both hands on the pistol grip)
Changes
  • Decreased the "floatiness" of weapons. Technical: Increased the minimum speed of the rise before the player character begins compensating for recoil
  • Increased the recoil value of .45 Super Ammo
Bug Fixes
  • Changing ammo types or switching weapons no longer causes your weapon to recoil


What's in the Pipeline for Future Updates
  • Implementation of proper delta timing (see Bugs for more details) ADDED: v1.1.0
  • Expansion to include the popular CaliberX ADDED: v1.2.0
  • Moving to an .INI file-system, hopefully consolidating things into a single download regardless of whether a user has all the DLC or not. ADDED: v1.2.0
  • A video that's not from a pre-release
  • More customization! Implementation of the MCM to adjust individual recoil values in-game or a global multiplier as well as making laser recoil optional
  • More praise for Hitman47101
  • Some extra interesting RPG-esque mechanics that I don't want to talk about just yet ;)
  • Hey, shouldn't NPCs have recoil too? 

Known Bugs
  • The greater you fall below 60 fps, the less smooth your recoil becomes (I'm working on it) FIXED: v1.1.0
  • Changing ammo types or switching weapons causes recoil FIXED: v1.1.0
  • Your guns skill doesn't actually affect recoil. I was aware of this bug from previous recoil mods calling the wrong function, but just left it in for the first release in order to focus on the more major mechanics. Strength and weight still work just fine.


Credits, Thanks, and Permissions
  • Obsidian for showing us how to make a great game with terrible gunplay
  • Bethesda for showing us how to make a pretty disappointing game with great gunplay
  • darkmaster923 and Azerasilver for paving the way
  • hitman47101 for his weapon animations, which were a big reason why I started making this mod
  • My friend Nick for play-testing and making me think I made something cool
  • My lovely girlfriend for not killing me when I ignored her to work on this

Almost all of the code written is my own. The small bits which aren't were taken from either Recoil mod or Vertical Recoilmod. If you want to edit this mod or upload a bug fix for this for release, please consult me first. You may repurpose this mod for another game so long as I'm given credit, and please don't upload this file to other sites -- just provide a link to the Nexus.