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Changelogs
Version 1.4.1
Fixed a major issue with the restrain script.
Version 1.4
Updated the MCM to use the new library I originally wrote for ICE
Expanded the range of available setting values
Added the option to ignore embedded weapons
Version 1.3
Rewrote the mod using newer JIP LN functions (unfiltered SetOnFireWeaponEventHandler, and SetExcludedCombatActions instead of SetRestrained).
Update the default settings to make the mod's effects much more noticeable.
Broke the optional NPC reload fix (for now). Someone should really fix this bug with an NVSE plugin instead.
Version 1.2
Stopped the mod from processing disabled references, slightly improving performance, especially with "The Living Desert" installed.
Removed the pointless restriction on single-shot weapons.
Added an option to fix two vanilla bugs with NPC ammo use (off by default):
The first bug is the infinite reload bug with weapons like the Cowboy Repeater (see "known issues" on the JT's Arsenal: Ammo Use page for details)
The second is a bug that occurred when an NPC used a weapon with ammo use greater than one, and had less ammo than that. The bug caused the NPC to stand still and do nothing.
Note - this mod still doesn't enable ammo use for NPCs. Use JT's Arsenal for that.
Added a new configuration option, and increased precision for several others.
Version 1.1.3
Overhauled the way the NPC list is managed by the mod, and added even more safeguards and conditions to reduce the amount of processing required. The result is a tenfold increase in performance during tests.
Version 1.1.2
Added a missing condition that caused the script to affect the player. Also added safeguards to almost every action to make sure this doesn't happen again.
Version 1.1.1
Fixed a critical issue that caused the mod to not function correctly when a save was loaded without restarting the game first.
Version 1.1
Adjusted default settings.
Improved the hit bonus calculation - the bonus now depends on the NPCs equipped weapon.
Fixed a visual bug with automatic weapons - enemies with automatic weapons would sometimes play the firing animation even when they weren't firing. This should now be fixed.
Improved stability - added a few safeguards to make sure all NPCs are accounted for, and invalid references aren't used in any calculations.
Added MCM - added an MCM menu for adjusting the mod's settings. When settings are changed through the menu, they are automatically saved to a config file, and will persist between characters.
Version 1.0
Initial release.
This mod adds a recoil-like mechanic for all NPCs in the game.
The way it works is by tracking the number of shots made by each NPC, and briefly stopping them from shooting if they exceed a certain number of shots within too short a time (unless those shots actually hit). The goal is to make NPCs use their weapons in logical ways, generally firing aimed shots or short bursts, and only going full auto if the target is right in their face. This mod does NOT reduce the accuracy of individual shots fired by NPCs.
This mod should generally be compatible with everything, including mod-added NPCs, weapons, ammo types, and mods that change the AI. However, mods that make liberal use of the SetExcludedCombatActions command might break it. I'm not aware of any such mods, but if you do find one please report it to me.
Recommended mods:
This mod was designed as a sort-of companion mod to JT's Arsenal - Ammo Use, so it is recommended you use that. If you read that mods description, you can probably guess why. I also recommend using Unfound Loot Famine with that, so that you won't end up swimming in ammunition. An honorable mention also goes to JSUE, the definitive New Vegas rebalance mod.
Also check out my other mods:
Immersive Recoil adds camera recoil for the player character, and is highly customizable.