I had to disable this due to constant crashes attributed to this mod... Is there any plan to improve or update it? Not sure if it's possible to solve or reduce the crashes.. Shame as it's great!
Wouldn't that make that same sound over and over when shooting a wall? What I meant is add your sounds and make them play a % of time, simulating ricochet but without the actual ricochet. Catch my drift? Haha
The sound object in this game can play sounds in specific folder randomly when the sound path of sound object being set as a folder containing multiple sound file.
It does crash when using a high fire-rate weapon before ver 1.1Fix. Did you crash in such situation? Thanks for your kindness, but I know less about reverse engineering so I think I can't dig out helpful information in the log.
Absolutely fantastic mod. I found setting the probability to 0.5 makes firefights very cinematic where shooting a mingun into a wall leads to a bunch of nice pinging effects. Should also make getting overwhelmed by something like a Sentry Bot terrifying.
- How script intensive is it? Might be the wrong wording, but I'd imagine it'll be quite intense on the RAM/whatever in full-on firefights (e.g. hoover dam battle)
- Do friendly NPCs blame you if they're hit by an accidental ricochet? I could see that getting annoying quite a lot, especially in tight environments
1. I have not tested the script in a large firefight. In fact the ricochet use a fake lobber projectile ( think about a grenade) to simulated ricochet's out angle which will involve about 2 frame physical calculation (almost CPU cost) and be deleted after physical calculation.So it does take up some resources. I have tried to set the ricochet chance to 100% and get into a fight, found that almost no performance drop in my PC.
2. The ricochet is considered as normal bullet fired by the attacker. Considering the probability of ricochets and the uncontrollable outing angle, I think there is only a small chance of friendly fire if don't hit obstacles deliberately
39 comments
Is there any plan to improve or update it? Not sure if it's possible to solve or reduce the crashes.. Shame as it's great!
Edit: Got it working, at least one of the plugins was out of date, think it was because my xNVSE was 6.2.9
Thanks for your kindness, but I know less about reverse engineering so I think I can't dig out helpful information in the log.
- How script intensive is it? Might be the wrong wording, but I'd imagine it'll be quite intense on the RAM/whatever in full-on firefights (e.g. hoover dam battle)
- Do friendly NPCs blame you if they're hit by an accidental ricochet? I could see that getting annoying quite a lot, especially in tight environments
2. The ricochet is considered as normal bullet fired by the attacker. Considering the probability of ricochets and the uncontrollable outing angle, I think there is only a small chance of friendly fire if don't hit obstacles deliberately