Suggestions and (especially) bug reports are welcome.
EDIT: The looping reload bug previously fixed by this mod is now fixed by lStewieAl's Tweaks. Make sure you download that mod, if you haven't done so already.
This mod has worked perfectly for me out of the box for about a year now, but somehow debug mode turned itself on. When I went to try to fix in in MCM, I realised that the MCM tab for this mod is completely blank for me for some reason. I updated the mod, but it's still blank. Updating the mod fixed the debug issue, so the menu being blank isn't really a big deal, but I figured I'd mention it and see if you have any idea what might be causing that. Thank you!
I'm not sure have you noticed, but since I updated the newest version, this mod completely stop working. I'm currently testing at the site near nipton with some vipers gang shooting me from the mountain. I tested it with all sorts of value setting but no effect at all, they'll shoot almost 8 rounds and stop for a second using 9mm submachine gun. I tested the old 1.3 version and the mod work, I can make them stop shooting after 1 round. Yes I have all the requirement mods installed and updated. So this has to be the mod problems.
Just tested 1.4 version. Yes, it also didn't work. I also tried delete the config file to let the mod make a new one but still no effect. I installed this newest version at the begging of my current playthrough, I didn't update it from 1.3 mid playthrough. So it's a fresh installed.
Sorry for the out of place comment, but since you don't respond on IPA post I'll ask here, do you plan on working on fixing it? Or atleast make a compatibility patch for Battery power armor https://www.nexusmods.com/newvegas/mods/69860
Because it's such a shame, now we have a lot of cool power armor related mods, Titan of the new West, MUX power armor hud, and fusion core mod, but no one has tried to really implement PA frame system other than your mod, your mod is incredible but unfortunately it's just riddled with bugs, like the frame disappeared when leaving cells or frame duplicating. I hope you plan on working on it, I didn't meant to sound entitled so I'm sorry if I do sound like so, but many thanks for even making the mod, I hope you have a good day
I don't usually respond on the IPA page because there isn't much to say about it, really.
It is indeed very buggy, because it was the first heavily scripted mod I made, and I didn't really understand how the engine worked back then. I am not happy with its current state (which is also why I won't be making any patches for its current version), and I do want to fix and improve it someday. Unfortunately, due to my real life situation I am unable to find much time to work on my mods. That is why updates for all my mods have been released so infrequently over the last couple of years, and that is also why I haven't fixed IPA yet.
I'm sorry if this isn't the answer you wanted to hear, but it is what it is.
If you shoot Easy Pete in the stomach while he is sitting in his chair, he will clip into the wall. (since he gets up the wrong way) Disabling the plugin fixes this.
Really love the mod, thanks for all your work on it. I find that sometimes with the default settings, turrets tend to shoot a single bullet at a time with a noticeable wait between firing. Could they have their recoil disabled?
so I'm trying to set the mod so that high damage weapons (sniper rifles, AMRs, etc) are are hamstrung by recoil, preventing laser-accurate npcs from ram-firing me to death in 2 seconds while I try to do a melee build with BLEED installed, and yet still allowing SMG's and automatic rifles to be fired in full auto. unfortunately even driving the global recoil mult and damage mult up to max does not make an npc with a sniper rifle pause between shots until they have exhausted a mag, at least unless I cap the recoil totals ludicrously low, thus strangling all high fire rate weapons to death. so I drove the clip size recoil reduction to max, and that worked for some auto rifles, snipers stop reaming me and r91's can still spray. but for some reason 10mm smgs will only fire a single shot before needing to recover. I found that this was due to the spread multiplier hitting them EXTREMELY hard compared to other weapons. unfortunately turning it off makes the snipers go back to mag dumping again. is there any way you can up the caps on all the multipliers past 10? I need to be able to make specifically damage the biggest influence on recoil to get this working and capped at 10 just doesnt seem to cut it.
There's a lot of finagling with mods to get NPCs firing bursts with autos without single shot weapons firing once every 3 seconds. I was wondering, is the recoil cooldown going at all times? After all of my messing around it seems like it is, but I could definitely be off the mark.
I think this mod might work more comprehensively if "recoil" didn't decay until the cap is reached (or after a reload). That way, different guns with different fire rates/damage values/magazine sizes can all burst fire in appropriate volumes without some weapons spraying non-stop while others fire in stilted single-shots. That does introduces an issue where all guns would have a mostly-predictable delay during the cooldown, but I think that could be ameliorated with a random delay on firing after the cooldown is lapsed.
More cooldown options (modifiers based on damage or clip size like recoil amounts) could really amp up the behaviour diversity too! MCM stuff always seems like it's a tonne of work though, haha.
This mod is amazing by the way! when it's working as intended it makes the AI feel much more alive.
105 comments
Suggestions and (especially) bug reports are welcome.
EDIT: The looping reload bug previously fixed by this mod is now fixed by lStewieAl's Tweaks. Make sure you download that mod, if you haven't done so already.
Battery power armor https://www.nexusmods.com/newvegas/mods/69860
Because it's such a shame, now we have a lot of cool power armor related mods, Titan of the new West, MUX power armor hud, and fusion core mod, but no one has tried to really implement PA frame system other than your mod, your mod is incredible but unfortunately it's just riddled with bugs, like the frame disappeared when leaving cells or frame duplicating. I hope you plan on working on it, I didn't meant to sound entitled so I'm sorry if I do sound like so, but many thanks for even making the mod, I hope you have a good day
It is indeed very buggy, because it was the first heavily scripted mod I made, and I didn't really understand how the engine worked back then. I am not happy with its current state (which is also why I won't be making any patches for its current version), and I do want to fix and improve it someday. Unfortunately, due to my real life situation I am unable to find much time to work on my mods. That is why updates for all my mods have been released so infrequently over the last couple of years, and that is also why I haven't fixed IPA yet.
I'm sorry if this isn't the answer you wanted to hear, but it is what it is.
If you shoot Easy Pete in the stomach while he is sitting in his chair, he will clip into the wall. (since he gets up the wrong way)
Disabling the plugin fixes this.
I think this mod might work more comprehensively if "recoil" didn't decay until the cap is reached (or after a reload). That way, different guns with different fire rates/damage values/magazine sizes can all burst fire in appropriate volumes without some weapons spraying non-stop while others fire in stilted single-shots. That does introduces an issue where all guns would have a mostly-predictable delay during the cooldown, but I think that could be ameliorated with a random delay on firing after the cooldown is lapsed.
More cooldown options (modifiers based on damage or clip size like recoil amounts) could really amp up the behaviour diversity too! MCM stuff always seems like it's a tonne of work though, haha.
This mod is amazing by the way! when it's working as intended it makes the AI feel much more alive.