Thank you for your support over the year's this is one of my first mods and I've learnt a lot over the course of its development. At this stage I am not really looking to expand too much on features but really appreciate any help in making it as bug free as possible.
Smash those bugs! If at any point you come across a bug please do report it in the bug section following the template and guidance provided in this article.
Changelog -------- Version 2.3.3 - Released 06/08/24 --------
Spoiler:
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MagicEffect: Added new variant of the target magic effect for use with the automatic targeting setting. MagicEffect: Changed expiry timer on the magic effects applied to targets to 15 seconds (was 5 seconds). [dev note: this should stop a lot of false starts that users have been experiencing where fire support never arrives.] MagicEffect: Added 'No Hit Event flag' to the non-automatic targeting magic effect. This will stop targeted enemies from standing up if sitting down etc. [dev note: if you use the automatic targeting setting it relies upon the hit event to count how long you've been observing the target. Applying this flag would break that.] MagicEffect: Changed the conditions on the target magic effects from checking whether an actor was hostile to the player to whether they are in the playerfaction. [dev note: this should allow targeting of Swan and other NPCs from stealth. Probably also allows for some friendly fire incidents, ID your targets!]
-------- Version 2.3.2 - Released 30/11/23 --------
Spoiler:
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Menu: Fixed issue with incorrectly formatted text alignment on some help and information menus.
Script: Fixed issue that caused the SettingsManager script to enter an infinite loop if no default fire support option was selected, blocking the player from entering the settings menu. Script: Changed code on the Data Encrypted Channel item script to always replenish the aid item.
Stingray Version: Packed the remaining loose script into the BA2.
-------- Version 2.3.1 - released 23/11/23 --------
Spoiler:
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Hotfix: Properly packed the missing ArtyBinosSettingsQuest.pex script into the BA2. [Dev note: Sorry for the complete disaster with this!]
-------- Version 2.3.0 - released 16/11/23 --------
Spoiler:
Show
Gameplay: Added ability for the player to set a target location by inputting bearing and distance. Allows the player to call in fire support without having to target an enemy directly and without alerting nearby enemies.
General: Updated the ESP version globalvariable to 4.
Items: Added designator keyword to binoculars item Items: Added functionality to the Encrypted Data Channel item to show an options menu if the Data Channel item is used when no binoculars / designator is equipped.
Menu: Added 'Show Fire Support' menu accessed via the Encrypted Data Channel item that displays the installed (including external mods) fire support options and the required item needed by the player to have the ability to call in that fire support type. Menu: Added Settings and help menu accessed via the Encrypted Data Channel item. Menu: The trade menu used to select fire support now displays locked and unavailable fire support options. Hopefully this gives the player better information and understanding as to why they do not see certain fire support options.
Quest: Changed targetting script to check for designator keyword rather than prewars binoculars for targeting. [dev note: this means that any weapon item which has the designator keyword will trigger the rangefinder and ability to call in fire support.] Quest: Changed method for calling in fire support, if only one method is available then the trade menu will not show and it will automatically progress to call in the available fire support option. [Dev note: there's no need to have the menu show up if there's only one option to choose from.] Quest: Improved code for handling targeted enemies. The system now more effectively manages the expiry of a target (i.e targeting an enemy but never calling in fire support). [Dev note: this hopefully sets the foundation for my aspiration to allow multiple enemies to be targeted simultaneously.]
Settings: Added option to force unlock all installed fire support options [Dev Note: This forces the mod to populate the barter menu with the appropriate item to 'trade'. Some fire support options will not work from this action alone, for example artillery you would still need to force artillery with FASO or use simple artillery.] Settings: Added option to toggle whether the 'Close Fire Support' option (using the 'E' button when in combat on an enemy) is activated. Settings: Added option to set the default fire support type to be used by the Close Fire Support option. Settings: Added option to toggle whether the required items (effecting all options, this will overwrite any individual tailoring done via the 'Show Fire Support' menu) for calling in a fire support option are needed in the player's inventory. Settings: Added option to toggle automatic targeting. Automatic targeting works the same as in version 2.1.0 by holding the target in the crosshairs for 2-3 seconds. No need to use the Encrypted Data Channel item.
M45 Designator Patch: Initial version M45 Designator Patch: Added Designator KW to the M45 laser Designator weapon M45 Designator Patch: Removed attach point for 'support module' weapon mods M45 Designator Patch: Removed recipes for 'support module' weapon mods and related ammo (less for HE strike ammo) M45 Designator Patch: Integrated HE Cruise Missile strike for use with Call in Fire Support's features M45 Designator Patch: Changed quest reward from basic binoculars to basic laser designator on completion of any fire support criteria
A10 CAS Patch: Replaced Laser Designator pistol from CAS mod with reward binoculars in the Abandoned Lab's Tall Cabinet. A10 CAS Patch: Updated learned message to reference A10 designators rather than flares.
An old video explaining the key v2.2.0 features, most of which are still present in v2.3.3 - check the changelogs above to understand what's been going on.
Do not use 4estGimp's compacted binoculars plugins or patches for Fire Support. It is not compatible with the latest version and will break things.
For some reason, my radio isn't turning off Radio Freedom once the fire mission is complete. Used to work fine pre-NG, but after all of the latest updates that feature isn't working. I'm using FASO and the necessary patches, nothing has really changed post-NG other than updating mods. It's not a big deal, but it was convenient. Any idea why it might have stopped working, and how to fix it?
Could you post the order that you have Full Artillery System Overhaul, Call in Fire Support and patches. There’s a chance a certain order overwrites an edit.
So far it seems everything else is working normally. Batteries are registering fine*, I'm able to call in strikes using various ammo types, binocs are "mostly" working fine, overall the mods are working as intended with only the exception of the radio not automatically turning off after the fire mission is complete.
One thing I did notice is that rarely some of the artillery positions will have settlers unassigned. Only happened a couple of times, and hasn't happened since. Could have just been an issue with SS2 interacting with the settlement, because it was the early stages before I unlocked the additional plot types. But after reassigning settlers to the guns, they haven't left their jobs again.
Small detail to mention, the binoculars that are given for completing the Old Guns quest are actually the SS2 variant, not the pre-war version. While the SS2 bino does work for artillery spotting with the patch installed, it's just a basic pair of bino. The pre-war version is better because you can modify it to include a toggle option, such as changing zoom level or adding night vision. I don't think the pre-war bino is compatible with the SS2 marker function, or at least it wasn't the last time I played. One thing I have noticed is that sometimes the pre-war bino's toggle option will stop working, and I need to reinstall that attachment/mod for it to work again. Luckily ECO includes the "mobile" workbench that I can drop down anywhere.
I just started a whole new play-through, and once again I'm still experiencing the issue of Radio Freedom not turning off automatically after the fire mission is complete. As a note, I am not turning the radio on manually before calling artillery. Using FASO, SS2, and the associated patches. I am using the pre-war binos for all regular artillery strikes, NOT the SS2 binos. Everything else is working perfectly, with just this one exception of the radio not turning off like it used to.
This isn't a game-breaking issue, but it is pretty annoying. Major QOL feature that I'm hoping someone can help get working again.
It may well be that it’s broken and the patch which I developed to ensure compatibility between this and FASO for that gesture doesn’t work at present.
I haven’t modded in some months after burnout. I will come back to both Call in Fire Support and FASO at some point, I’m just not sure when.
Totally understand the burnout. Right now, the radio issue is something I can deal with. It was a nice QoL feature, but it wasn't critical to the mod. Everything else with this mod appears to be working fine on NG.
After reading some of the latest SS2 patch notes, they've also added in a new option to use the SS2-version binos and the HQ radio to call in some sort of artillery strike. Not sure how well that works, or details such as range/rounds/etc. Just hoping it doesn't cause any new conflicts with this mod or FASO.
Not sure why, but even with the updated FASO and patches, my radio still isn't turning off automatically after the fire mission. Radio Freedom announcer says the usual "everything else is all yours" line and the music starts playing again, and the radio should turn off shortly after. But it's just staying on, even after waiting a few minutes just in case it's script lag.
Current load order: FASO - 84 Prewar bino - 166 Bino fire support addon - 183 FASO Bino patch - 184 FASO 155mm patch - 185 Bino fire support addon SS2 patch - 221 FASO ECO patch - 324
Changed the way Binoculars work to allow them to be useful for more than just the assault system. --- Using the attack button while the binoculars are equipped will now mark the point the player is looking at with an arrow marker. If that arrow is within an eligible attack location, a notice in the corner will confirm the location is marked as a potential target.--- Hovering NPCs will still mark them for tracking like a recon scope, but no longer marks the area for attack.--- Pressing reload after using the attack button will clear all tracked targets, including the potential assault target and placed arrow.--- The arrow marker is also used as the target when using HQ Radio’s new “Request Support” menu.
it seems to also call in air support that you can get from the trailer. lots of bombs and such.
Definitely the anim files of Pre-War Binoculars is conflicting with SS2's new update. Tried the methods below to try and fix it but didn't work:
1. Extract the 1st person binocular anim files from SS2 - Main.ba2 then replace the ones from Pre-War Binoculars. No files deleted from Pre-Wars Binoculars. T-Pose 2. Tried again with same method of replacing anim files from SS2 - Main.ba2 to Pre-War Binoculars but this time deleted the files in Pre-War Binoculars that were not present in SS2 - Main.ba2. T-Pose
I've always thought that in situations with overwhelming opposition (that I like to create for myself with the addition of challenging encounters/factions mods), more tactical options like artillery/vertibird strikes really make the game more varied and enjoyable to me (and give binoculars a purpose in-game, unlike in vanilla).
SS2 being a cornerstone of my modlist, I am grateful for all the efforts being done to keep both mods compatible.
Is there a way to just click or press E in a general direction if the enemy isn't visible? Trying to type in coords and bearings during combat with moving enemies isn't really efficient for artillery or Close Air Support.
In short, no. The 'Close Fire Support' option sort of covers this though still requires LoS, note that the prompt should appear when not using binoculars AND in combat.
Spoiler:
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Might not be efficient but loosely realistic! (please take this in a jokingly manner)
I'll have a think to see if I can do something that doesn't compromise the stealth element of the normal call in.
I did think it was realistic to need to type that stuff in and I think it's realistic/cool to need to do that for Artillery since afaik thats how they got the coordinates to strike. Air support now needs a lase (keep binos pointed anywhere on ground target) which helps with distance engagements where rapid support is needed. I appreciate the continued support on the mod after 4 years, keep it up :)
any chance for an ECO/NEO compatibility patch? i can't seem to find the encrypted data channel item from the game and when i went to craft it, it didn't give me the option.
Hi-- I was planning to run PreWar Binoculars along with the Sim Settlements all-in-one when I noticed it has its own binoculars item, will Call In Fire Support work with this one as well?
I have permission from the binoculars mod author to use their assets. I have a stand-alone new version in the works that will remove the ‘clunky’ elements to call in support.
What changed with 2.3.3 released yesterday? I can no longer use my artillery. I keep getting "No Artillery Available" and my settlers assigned to artillery just keep spinning the gun in circles
Ok so apparently it's just happening in Far Harbor. I can still use it in NW and Commonwealth. I have artillery in FH and it's manned... no idea what the issue is
Thank you! I think I fixed it but no idea why. When using the 'Encrypted Data Channel' and selecting 'View Fire Support' and going to 'Artillery Bombardment' page (also have nuclear missle strike)... then clicked 'Toggle Required Item' and now I can use it in Far Harbor
LOVE this mod with the Full Artillery System Overhaul btw... amazing
I have the prewar binocular requirement. I have the patch for it. I have angry artillery. And I have the increased range version (entire map, standard and double yield, both tried)
However, I can't seem to *TARGET* my enemy with the binoculars.
For example, I'm near Boston common, and I can see Swan in his little pond. My companion is freakin' out that the area is dangerous, so I poked around, and spotted them. Swan is currently NUETRAL
I can hotkey the encrypted data channel holotape, and equip the binoculars.
Note that I find it odd that the holotape is shown as an AID item, not a holotape..but that's probably why I CAN hotkey it... I then hit the hotkey for the tape, then bring up the binoculars, and look RIGHT AT Swan. My viewpoint is literally ON the creature.
Nothing happens. The request times out after the 12 seconds. The only way I can get it to do something is to throw the standard flare. This calls in....something...that OBLITERATES the area. Whatever it is, it ain't a regular artillery shell. I'm thinking the cruise missile that was discussed in other comments? I never get an option to choose a fire type. It just rains down.
So what am I goofing up on here? I want to be able to target with the binoculars (the point, yes?) and choose the ammo type (supposedly a thing?) but neither seems to work.
Edit: Re-reading the first page, I see that in a newer version you have the ability to manually target where you want the artillery to go, yes?
"Version 2.3.0 introduced a manual ability to target. Without binoculars equipped use the Encrypted Data Item, from the menu select Set Target Location. This is based on a bearing and distance from the player, so a bit of practice will be needed to perfect your distance estimates! This use is just intended as a bit of fun."
--Not sure how I can go about doing this either. The data holotape is an aid item, so there's no menu that shows up when used.
Edit 2: Aha! Hold ALT to hold breath and it updates the target distance, which triggers the attack. Nice! However, I still did not get any type of ammo choice. It simply fired the barrage as normal.
Edit 3: Well...maybe not nice. So I was roaming around trying ot get it to owrk, and it DID work on super mutant up on a bridge. I'm now not even certain HOw it worked. Maybe it was alt, maybe not? I have no clue. Regardless, it worked there. So, I restored to the save I had been using, and retried it on swan, with no luck. So whatever is going on...it's....iffy?
Went back and tried it on the same super mutant as before, with zero effect. Whatever is required to make this work, clearly I'm too dumb to figure out. :D
Follow the modlist and loadorder steps from this guide. That'll help see if anything is amiss.
I have the prewar binocular requirement. I have the patch for it.
What patch?!?
To answer some points specifically.
Note that I find it odd that the holotape is shown as an AID item, not a holotape..but that's probably why I CAN hotkey it...
Exactly as designed, it's an aid item that just uses the holotape mesh. So that you can hotkey it. If you're not getting a menu pop up after using the aid item without having binoculars equipped your loadorder / modlist has issues. Hence the request above to follow the link.
then bring up the binoculars, and look RIGHT AT Swan. My viewpoint is literally ON the creature.
Did you get a rangefinding message notification top left?
This calls in....something...that OBLITERATES the area. Whatever it is, it ain't a regular artillery shell.
That's angry artillery for you, its very overpowered. Standard artillery flares are not touched by this mod so won't give you a choice of fire support type.
I'm thinking the cruise missile that was discussed in other comments? I never get an option to choose a fire type. It just rains down.
Those cruise missiles are specific to the M45 Laser Designator mod, which you haven't downloaded the patch for so I assume you are not using. Again the loadorder from the guide above will help with this.
--Not sure how I can go about doing this either. The data holotape is an aid item, so there's no menu that shows up when used.
It's an aid item that triggers a script to show a message box menu. If that's not coming up you have a conflict. See this article for the menu that you should see.
Aha! Hold ALT to hold breath and it updates the target distance,
Not how it works, though steadying the binoculars may make the rangefinding spell hit the target better so isn't bad practice.
However, I still did not get any type of ammo choice. It simply fired the barrage as normal.
If you only have one type of fire support unlocked (in this case artillery) then there is no menu because there's nothing to choose from. If you had completed "Here there be monsters" then you should get a barter style menu to choose between Artillery or nuclear missile strike.
Finally I would say that there is a limit on the distance that you can effectively use it. Items in the way between you and a target can block the spell from registering the target. The key indicator is if you're getting the rangefinder messages top left when looking at an enemy through the binoculars.
Let me clarify a few of the points you counterpointed with my counter-counter points. :D
The patch is the one in this thread. The Binoculars Fire Support Addon, which augments the PreWar Binoculars.
Suppose it should've been written as an addon. Apologies.
Regardless, I have those two items. I also before bed last night realized that I don't have the ability (yet) to make the recon ability for the binoculars. That (heh..most likely) is a source of my issues. It's a Monday on a Friday. Yay.....
I should also add that the binocs I'm using are ones I just randomly found, and tweaked using the tables in-game to use the lightweight body. I would have the binocs in hand (not at my eyes though) and hit the hotkey for the data-channel. It would then start the countdown, and I would look at Swan, and nothing would occur.
I wasn't getting the window popup for the mod whatsoever for the longest time. Then, it randomly started to work, as I started to see the Fire Support call-in menu.. I truly have no idea why. Perhaps because I had the binocs in hand at the time?
The one time I DID get it come online and I used the barter system to acquire the target, I had been lookin at the Vault Tec sign behind Sanctuary. When I 'bought' the items in the barter window, it called down the fire, but I never saw it hit anywhere. The Radio Operator said they were sending shells...but I never saw a shell land before he spoke again saying the fire mission was over.
So clearly, I'm doing something that's not kosher with the mod. I know I'm at fault, I just don't know HOW.
Additionally, I was thinking about the Swan incident. He wasn't hostile at the time, so I wonder if that was a problem as to why. Is it possible to, instead of using the recon ability to 'lock' onto a target, I simply can look through the binoculars and do...something to call in the strike on whatever it is I'm looking at, hostile or not?
Thanks for you engagement on this and putting up with my spanish inquisition approach to this.
I've found the issue and have a quick fix lined up that alleviates both issues you're facing. Check out 2.3.3 when it releases shortly and report back if it has resolved the issues.
I'm having trouble getting the M45 to work with this mod and FASO. I do have the M45 patch, and the load order is as suggested.
Basically, the M45 has no option to change the ammo type, and the only additional function it has is the cruise missile. I have completed the required quests to unlock MM artillery and the nuke, but the M45 nuke missile is not showing as available. M45 ammo type is shown as NULL, and there is no option available to change the ammo type.
I can still use the binoculars to call in artillery or sub nukes, and with the M45 installed I can call in the cruise missile. But as mentioned above, none of the other M45 features are working.
Is there a possible conflict somewhere, or is the M45 mod outdated?
The patch makes the M45 mod use the call in fire support method, no changing ammo, no alerting enemies to the incoming barrage, just use it like you would the binoculars.
Does that mean the additional functions of the M45 are disabled when used in this combo? The cruise missile was the only option that was unlocked after installing the mod, but I didn't see the new nuke missile available after completing the associated quest.
Honestly, I still prefer to use the Binos with the lightweight body because I have a toggle option that's not available on the M45. Usually, I have the base magnification set to 4x, and the toggle set for 8x. So I can have a Recon 4x - 8x bino, while the M45 only has a set magnification level and a permanent NV/recon visual filter.
Reason why I wanted to install the M45 mod was because I like the idea of those additional options like the cruise missile, nuke missile, and synth relay.
363 comments
Thank you for your support over the year's this is one of my first mods and I've learnt a lot over the course of its development. At this stage I am not really looking to expand too much on features but really appreciate any help in making it as bug free as possible.
Smash those bugs!
If at any point you come across a bug please do report it in the bug section following the template and guidance provided in this article.
Changelog
-------- Version 2.3.3 - Released 06/08/24 --------
MagicEffect: Added new variant of the target magic effect for use with the automatic targeting setting.
MagicEffect: Changed expiry timer on the magic effects applied to targets to 15 seconds (was 5 seconds). [dev note: this should stop a lot of false starts that users have been experiencing where fire support never arrives.]
MagicEffect: Added 'No Hit Event flag' to the non-automatic targeting magic effect. This will stop targeted enemies from standing up if sitting down etc. [dev note: if you use the automatic targeting setting it relies upon the hit event to count how long you've been observing the target. Applying this flag would break that.]
MagicEffect: Changed the conditions on the target magic effects from checking whether an actor was hostile to the player to whether they are in the playerfaction. [dev note: this should allow targeting of Swan and other NPCs from stealth. Probably also allows for some friendly fire incidents, ID your targets!]
-------- Version 2.3.2 - Released 30/11/23 --------
Script: Fixed issue that caused the SettingsManager script to enter an infinite loop if no default fire support option was selected, blocking the player from entering the settings menu.
Script: Changed code on the Data Encrypted Channel item script to always replenish the aid item.
Stingray Version: Packed the remaining loose script into the BA2.
-------- Version 2.3.1 - released 23/11/23 --------
-------- Version 2.3.0 - released 16/11/23 --------
General: Updated the ESP version globalvariable to 4.
Items: Added designator keyword to binoculars item
Items: Added functionality to the Encrypted Data Channel item to show an options menu if the Data Channel item is used when no binoculars / designator is equipped.
Menu: Added 'Show Fire Support' menu accessed via the Encrypted Data Channel item that displays the installed (including external mods) fire support options and the required item needed by the player to have the ability to call in that fire support type.
Menu: Added Settings and help menu accessed via the Encrypted Data Channel item.
Menu: The trade menu used to select fire support now displays locked and unavailable fire support options. Hopefully this gives the player better information and understanding as to why they do not see certain fire support options.
Quest: Changed targetting script to check for designator keyword rather than prewars binoculars for targeting. [dev note: this means that any weapon item which has the designator keyword will trigger the rangefinder and ability to call in fire support.]
Quest: Changed method for calling in fire support, if only one method is available then the trade menu will not show and it will automatically progress to call in the available fire support option. [Dev note: there's no need to have the menu show up if there's only one option to choose from.]
Quest: Improved code for handling targeted enemies. The system now more effectively manages the expiry of a target (i.e targeting an enemy but never calling in fire support). [Dev note: this hopefully sets the foundation for my aspiration to allow multiple enemies to be targeted simultaneously.]
Settings: Added option to force unlock all installed fire support options [Dev Note: This forces the mod to populate the barter menu with the appropriate item to 'trade'. Some fire support options will not work from this action alone, for example artillery you would still need to force artillery with FASO or use simple artillery.]
Settings: Added option to toggle whether the 'Close Fire Support' option (using the 'E' button when in combat on an enemy) is activated.
Settings: Added option to set the default fire support type to be used by the Close Fire Support option.
Settings: Added option to toggle whether the required items (effecting all options, this will overwrite any individual tailoring done via the 'Show Fire Support' menu) for calling in a fire support option are needed in the player's inventory.
Settings: Added option to toggle automatic targeting. Automatic targeting works the same as in version 2.1.0 by holding the target in the crosshairs for 2-3 seconds. No need to use the Encrypted Data Channel item.
M45 Designator Patch: Initial version
M45 Designator Patch: Added Designator KW to the M45 laser Designator weapon
M45 Designator Patch: Removed attach point for 'support module' weapon mods
M45 Designator Patch: Removed recipes for 'support module' weapon mods and related ammo (less for HE strike ammo)
M45 Designator Patch: Integrated HE Cruise Missile strike for use with Call in Fire Support's features
M45 Designator Patch: Changed quest reward from basic binoculars to basic laser designator on completion of any fire support criteria
A10 CAS Patch: Replaced Laser Designator pistol from CAS mod with reward binoculars in the Abandoned Lab's Tall Cabinet.
A10 CAS Patch: Updated learned message to reference A10 designators rather than flares.
An old video explaining the key v2.2.0 features, most of which are still present in v2.3.3 - check the changelogs above to understand what's been going on.
Do not use 4estGimp's compacted binoculars plugins or patches for Fire Support. It is not compatible with the latest version and will break things.
Prewar bino - 121
Bino fire suppport addon - 124
Bino fire support addon SS2 patch - 188
FASO ECO patch - 351
FASO Bino patch - 352
The load order should be the same as before updating to NG, so I'm not sure why that would be causing an overwrite.
One thing I did notice is that rarely some of the artillery positions will have settlers unassigned. Only happened a couple of times, and hasn't happened since. Could have just been an issue with SS2 interacting with the settlement, because it was the early stages before I unlocked the additional plot types. But after reassigning settlers to the guns, they haven't left their jobs again.
Small detail to mention, the binoculars that are given for completing the Old Guns quest are actually the SS2 variant, not the pre-war version. While the SS2 bino does work for artillery spotting with the patch installed, it's just a basic pair of bino. The pre-war version is better because you can modify it to include a toggle option, such as changing zoom level or adding night vision. I don't think the pre-war bino is compatible with the SS2 marker function, or at least it wasn't the last time I played. One thing I have noticed is that sometimes the pre-war bino's toggle option will stop working, and I need to reinstall that attachment/mod for it to work again. Luckily ECO includes the "mobile" workbench that I can drop down anywhere.
This isn't a game-breaking issue, but it is pretty annoying. Major QOL feature that I'm hoping someone can help get working again.
I haven’t modded in some months after burnout. I will come back to both Call in Fire Support and FASO at some point, I’m just not sure when.
After reading some of the latest SS2 patch notes, they've also added in a new option to use the SS2-version binos and the HQ radio to call in some sort of artillery strike. Not sure how well that works, or details such as range/rounds/etc. Just hoping it doesn't cause any new conflicts with this mod or FASO.
Current load order:
FASO - 84
Prewar bino - 166
Bino fire support addon - 183
FASO Bino patch - 184
FASO 155mm patch - 185
Bino fire support addon SS2 patch - 221
FASO ECO patch - 324
There's a conflict between the two patches that overwrites the update I made to the FASO patch to fix the radio toggle.
Of interest what does the revamped SS2 binoculars do?
--- Using the attack button while the binoculars are equipped will now mark the point the player is looking at with an arrow marker. If that arrow is within an eligible attack location, a notice in the corner will confirm the location is marked as a potential target.--- Hovering NPCs will still mark them for tracking like a recon scope, but no longer marks the area for attack.--- Pressing reload after using the attack button will clear all tracked targets, including the potential assault target and placed arrow.--- The arrow marker is also used as the target when using HQ Radio’s new “Request Support” menu.
it seems to also call in air support that you can get from the trailer. lots of bombs and such.
1. Extract the 1st person binocular anim files from SS2 - Main.ba2 then replace the ones from Pre-War Binoculars. No files deleted from Pre-Wars Binoculars. T-Pose
2. Tried again with same method of replacing anim files from SS2 - Main.ba2 to Pre-War Binoculars but this time deleted the files in Pre-War Binoculars that were not present in SS2 - Main.ba2. T-Pose
SS2 being a cornerstone of my modlist, I am grateful for all the efforts being done to keep both mods compatible.
Might not be efficient but loosely realistic! (please take this in a jokingly manner)
I'll have a think to see if I can do something that doesn't compromise the stealth element of the normal call in.
Should be under Chem stations utilities menu.
One day I’ll get around to a SS2 playthrough which will allow me to work on compatibility.
Each has their merits I’ll admit but there’s a reason why I didn’t use that technique for this mod.
2.3.3 makes changes to the conditions used to call in fire support nothing to the actual support mechanisms. I’ll double check tonight.
LOVE this mod with the Full Artillery System Overhaul btw... amazing
I have the prewar binocular requirement. I have the patch for it.
I have angry artillery.
And I have the increased range version (entire map, standard and double yield, both tried)
However, I can't seem to *TARGET* my enemy with the binoculars.
For example, I'm near Boston common, and I can see Swan in his little pond. My companion is freakin' out that the area is dangerous, so I poked around, and spotted them. Swan is currently NUETRAL
I can hotkey the encrypted data channel holotape, and equip the binoculars.
Note that I find it odd that the holotape is shown as an AID item, not a holotape..but that's probably why I CAN hotkey it...
I then hit the hotkey for the tape, then bring up the binoculars, and look RIGHT AT Swan. My viewpoint is literally ON the creature.
Nothing happens. The request times out after the 12 seconds. The only way I can get it to do something is to throw the standard flare.
This calls in....something...that OBLITERATES the area. Whatever it is, it ain't a regular artillery shell. I'm thinking the cruise missile that was discussed in other comments? I never get an option to choose a fire type. It just rains down.
So what am I goofing up on here? I want to be able to target with the binoculars (the point, yes?) and choose the ammo type (supposedly a thing?) but neither seems to work.
Edit: Re-reading the first page, I see that in a newer version you have the ability to manually target where you want the artillery to go, yes?
"Version 2.3.0 introduced a manual ability to target. Without binoculars equipped use the Encrypted Data Item, from the menu select Set Target Location. This is based on a bearing and distance from the player, so a bit of practice will be needed to perfect your distance estimates! This use is just intended as a bit of fun."
--Not sure how I can go about doing this either. The data holotape is an aid item, so there's no menu that shows up when used.
Edit 2: Aha! Hold ALT to hold breath and it updates the target distance, which triggers the attack. Nice! However, I still did not get any type of ammo choice. It simply fired the barrage as normal.
Edit 3: Well...maybe not nice. So I was roaming around trying ot get it to owrk, and it DID work on super mutant up on a bridge. I'm now not even certain HOw it worked. Maybe it was alt, maybe not? I have no clue. Regardless, it worked there. So, I restored to the save I had been using, and retried it on swan, with no luck. So whatever is going on...it's....iffy?
Went back and tried it on the same super mutant as before, with zero effect. Whatever is required to make this work, clearly I'm too dumb to figure out. :D
Any help here would be appreciated.
What patch?!?
To answer some points specifically.
Exactly as designed, it's an aid item that just uses the holotape mesh. So that you can hotkey it. If you're not getting a menu pop up after using the aid item without having binoculars equipped your loadorder / modlist has issues. Hence the request above to follow the link.
Did you get a rangefinding message notification top left?
That's angry artillery for you, its very overpowered. Standard artillery flares are not touched by this mod so won't give you a choice of fire support type.
Those cruise missiles are specific to the M45 Laser Designator mod, which you haven't downloaded the patch for so I assume you are not using. Again the loadorder from the guide above will help with this.
It's an aid item that triggers a script to show a message box menu. If that's not coming up you have a conflict. See this article for the menu that you should see.
Not how it works, though steadying the binoculars may make the rangefinding spell hit the target better so isn't bad practice.
If you only have one type of fire support unlocked (in this case artillery) then there is no menu because there's nothing to choose from. If you had completed "Here there be monsters" then you should get a barter style menu to choose between Artillery or nuclear missile strike.
Finally I would say that there is a limit on the distance that you can effectively use it. Items in the way between you and a target can block the spell from registering the target. The key indicator is if you're getting the rangefinder messages top left when looking at an enemy through the binoculars.
Let me clarify a few of the points you counterpointed with my counter-counter points. :D
The patch is the one in this thread. The Binoculars Fire Support Addon, which augments the PreWar Binoculars.
Suppose it should've been written as an addon. Apologies.
Regardless, I have those two items.
I also before bed last night realized that I don't have the ability (yet) to make the recon ability for the binoculars. That (heh..most likely) is a source of my issues. It's a Monday on a Friday. Yay.....
I should also add that the binocs I'm using are ones I just randomly found, and tweaked using the tables in-game to use the lightweight body. I would have the binocs in hand (not at my eyes though) and hit the hotkey for the data-channel. It would then start the countdown, and I would look at Swan, and nothing would occur.
I wasn't getting the window popup for the mod whatsoever for the longest time. Then, it randomly started to work, as I started to see the Fire Support call-in menu.. I truly have no idea why. Perhaps because I had the binocs in hand at the time?
The one time I DID get it come online and I used the barter system to acquire the target, I had been lookin at the Vault Tec sign behind Sanctuary. When I 'bought' the items in the barter window, it called down the fire, but I never saw it hit anywhere. The Radio Operator said they were sending shells...but I never saw a shell land before he spoke again saying the fire mission was over.
So clearly, I'm doing something that's not kosher with the mod. I know I'm at fault, I just don't know HOW.
Additionally, I was thinking about the Swan incident. He wasn't hostile at the time, so I wonder if that was a problem as to why.
Is it possible to, instead of using the recon ability to 'lock' onto a target, I simply can look through the binoculars and do...something to call in the strike on whatever it is I'm looking at, hostile or not?
I've found the issue and have a quick fix lined up that alleviates both issues you're facing. Check out 2.3.3 when it releases shortly and report back if it has resolved the issues.
Basically, the M45 has no option to change the ammo type, and the only additional function it has is the cruise missile. I have completed the required quests to unlock MM artillery and the nuke, but the M45 nuke missile is not showing as available. M45 ammo type is shown as NULL, and there is no option available to change the ammo type.
I can still use the binoculars to call in artillery or sub nukes, and with the M45 installed I can call in the cruise missile. But as mentioned above, none of the other M45 features are working.
Is there a possible conflict somewhere, or is the M45 mod outdated?
Honestly, I still prefer to use the Binos with the lightweight body because I have a toggle option that's not available on the M45. Usually, I have the base magnification set to 4x, and the toggle set for 8x. So I can have a Recon 4x - 8x bino, while the M45 only has a set magnification level and a permanent NV/recon visual filter.
Reason why I wanted to install the M45 mod was because I like the idea of those additional options like the cruise missile, nuke missile, and synth relay.