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:
Show
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:
Show
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:
Show
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.
Have you ever got around to fixing the bug where you have to be close by (around 50m or less) for the artillery and nuke to work? So far, I've found out that if you are in "render" or "simulate" range (similar terms to minecraft) of the location the shot is coming from, that is the actual cannon for the artillery, you can shoot how ever far away and it will still works. But outside of render range, the shot have to be close enough for something to work, else you'll only hear the sound of the artillery shot coming but no actual explosion. I've also found that, when I was testing around the river, if the arty shot not went off, something dropped into the water. I think it's some kind of object for the shot but if you are far away the object not actually trigger or maybe "render" the shot.
Just a heads up for anyone having issues with the mod not working, check your item sorter and make sure the artillery support keyword is being carried over. Mine was not and I wasn't getting the range finder using the binoculars.
For some reason, I can't find the Encrypted data channel in my aid tab and cannot do the mod. I've entered the command to get the perk and used the binoculars, but nothing happens. The menu telling me how far the target is doesn't even show. Sorry to bother you, just want to get this mod working for me :)
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:
Show
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?
370 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.
So far, I've found out that if you are in "render" or "simulate" range (similar terms to minecraft) of the location the shot is coming from, that is the actual cannon for the artillery, you can shoot how ever far away and it will still works. But outside of render range, the shot have to be close enough for something to work, else you'll only hear the sound of the artillery shot coming but no actual explosion. I've also found that, when I was testing around the river, if the arty shot not went off, something dropped into the water. I think it's some kind of object for the shot but if you are far away the object not actually trigger or maybe "render" the shot.
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.