This mod introduces a selective-fire system to Fallout: New Vegas. Most projectile-type weapons, capable of automatic fire, will have two or more optional fire-modes for the player to switch between: single/burst/auto.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.21
Fixed an issue where changes to the HUD indicator properties did not save and reverted to the defaults when restarting the game.
Version 1.20
Added Xbox controller support (requires the latest Lutana NVSE Plugin).
The mod no longer requires UIO to run.
JIP NVSE Plugin is now required.
Version 1.01
Removed scripted installer. UIO is now required.
Version 1.00
Preferences are now saved in an INI file and remain persistent across saves/sessions.
Both download packages now include built-in Project Nevada support.
Fixed an issue with TTW, where the mod was activated only after travelling to the Mojave wasteland.
Version 0.96
Fixed a glitch with burst fire on kill cam mode.
Version 0.95
Improved Auto Aiming: Should now work with all types of projectile weapons that can be aimed; Fixed a few bugs.
Version 0.94
Fixed an issue where weapons with an optional scope mod were detected as having a scope, even when the mod was not attached. This interfered with the Toggled Aiming feature.
Version 0.93
Resolved an issue with semi-auto fire not working properly since the previous update.
Version 0.92
This update is mostly intended for people who are using the Lone Gunman's Tools of Trade and have updated to version 1.14rc, but also includes numerous minor tweaks which are relevant to anyone using JIP Selective-Fire.
Version 0.91
New extra feature: "Rest Ye Finger" - When enabled, semi-automatic weapons will continue firing for as long as the Attack control is held, relieving you of the need to repeatedly press it.
It is now also possible to change the scale of the animated HUD indicator.
Version 0.9
The old control panel was partially replaced with an integrated MCM menu. Most settings are now changed from there. However, changing the configuration of each individual weapon is still done the old way, by holding the hotkey when the weapon is equipped.
Version 0.8.8
Some tweaks and minor bug-fixes.
Switching fire-modes while running is now possible again.
Optimized to work with JIP Realistic Weapon Overheating.
Version 0.8.6
(Note that the FOMOD installer will auto-detect PNV and install the patch, if needed)
The main ESM file will from now on be available in two versions: One for Project Nevada users, the other for the rest. I tried to avoid this (mostly to make it easier for me), but I suspect the unified version may have caused a few unwanted side-effects.
The selected fire-mode now also affects the weapon's wear-rate (the rate by which the weapon's condition deteriorates).
Version 0.8.3
Added an option to set the default fire-mode (the fire-mode weapons will be set to when equipped).
Minor bug fixing.
Version 0.8.2
New feature: Auto Aiming. See 'Features' (above) for more details.
The control panel was improved (again). Holding SHIFT and selecting an option/setting will show a message, explaining what this setting does.
Holding both left and right SHIFT keys will now open the control panel (weapons still have to be holstered). This is intended to be used by people who are having trouble setting a hotkey that works properly.
Fixed an issue where weapons using non-standart attack animations sometimes "stuttered" when firing in burst mode.
Minor bug fixing.
Version 0.7.8
It is now possible to customize each weapon's fire-modes configuration (from the available fire-modes for its type).
The control panel received an overhaul and is now more informative and easier to orientate in.
Version 0.7.5
Fixed an issue where switching fire-modes was not possible unless aiming the weapon (this only happened when 'always run' was toggled).
Both burst rate of fire and full-auto VATS rate of fire can now be configured for each weapon, individually. They will be memorized and used the next time you equip that weapon.
It is now also possible to select a mouse button as the hotkey.
Version 0.7.1
The issue of slow rate of fire in semi-automatic was resolved.
The new HUD indicator, added by the previous release, was scaled down, as I realized it was huge.
New setting: HUD indicator visibility can now be set to be always on (when a weapon is out), or to appear briefly when switching fire-modes, fading after 5 seconds (with weapons with a single possible fire-mode, it will fade regardless of this setting).
Version 0.6.5
Added another, optional fire-mode indicator.
Fixed an issue with PNV dynamic-crosshair.
Version 0.6.1
Added support for PNV dynamic-crosshair.
Abstract
This mod introduces a selective-fire system into Fallout: New Vegas. Most (see below) projectile-type weapons, capable of automatic fire, will have two or more optional fire-modes for the player to switch between: single/burst/auto.
Key Features
Universal compatibility:
Works well with ANY projectile-type weapon capable of automatic fire, both vanilla and custom weapons added by other mods. No compatibility patches are (nor will be) required.
The system automatically evaluates every weapon and determines which settings would be most appropriate for it, in terms of realism and practicality (every setting can also be configured manually).
A single, dual-purpose hotkey controls everything:
When a weapon is drawn, press the key to switch between fire-modes.
When the weapon is holstered, hold the key for one second to open the Weapon Setup Menu, from which various settings can be configured, individually for every weapon.
Fully supports Xbox controllers:
When using a controller, the Left Shoulder (LB) button is used, instead of the keyboard hotkey, for switching fire-modes. The LB button, which is used for switching between 1st and 3rd person, will function slightly differently when a weapon is drawn - a short click will switch fire-modes, while a long click will switch POV.
The keyboard hotkey is still used for opening the Weapon Setup Menu.
Customizable fire-mode configuration:
Configure the selection of fire-modes available for every weapon (which will depend on the weapon's type).
Burst mode rate of fire:
Configure the number of rounds that are fired with every burst, relative to the weapon's rate of fire. For example: If set to 1/3 for a weapon capable of firing up to 8 rounds/second, 3 rounds will be fired with every burst.
Can be configured for every weapon, individually.
Full-auto mode VATS rate of fire:
Configure the number of rounds that are fired with every VATS action, when firing in full-auto mode. As with Burst RoF, values are relative to the weapon's rate of fire.
Very useful for a more economic use of ammunition.
Can be configured for every weapon, individually.
Selected fire-mode affects the weapon's spread (accuracy), wear rate (condition) and VATS AP costs:
Semi-Automatic Mode: Reduces weapon's spread/wear rate by 50%; Reduces AP cost by 30%.
Burst Mode: Reduces weapon's spread/wear rate by 20-40%; Reduces AP cost by 15-25% (Depending on the size of the bursts: The bigger the bursts - the smaller the bonuses will be).
HUD Indicator:
Indicates currently selected fire-mode.
Visible on the HUD when a selective-fire compatible weapon is out (can also be set to fade after 5 seconds).
The on-screen position, size and rotation of the indicator can all be adjusted to fit perfectly with other HUD elements.
Two optional indicators to choose from (see images section).
Fully compatible with VATS:
The three fire-modes, along with their bonuses/penalties, will function the same way in VATS as in normal game-mode.
Two optional burst-mode configurations:
Trigger Squeeze: Burst terminates if trigger is released before a full burst was fired.
Single Trigger Pull: A full burst is fired with every trigger pull.
Integrated MCM control-panel:
Most features included in this mod can be customized, according to your own preferences.
Toggled Aiming (extra feature):
"Traps" the aim/block control whenever you press it. You can then move into/out of aiming position with a single click, without having to hold the key down.
Auto Aiming (extra feature):
Makes the player character automatically move into aiming position (and gain all its bonuses) when firing a weapon.
You can set on which movement states (standing, walking, running) Auto Aiming will take effect.
Rest Ye Finger (extra feature):
With this enabled, semi-automatic weapons will continue firing for as long as the Attack control is held, relieving you of the need to repeatedly press it.
Using the Nexus Mod Manager/Fallout Mod Manager/Mod Organizer: Install in exactly the same way you would install any other mod.
Installing manually: Extract the contents of the .7z file into your Fallout: New Vegas 'Data' folder, then open what mod manager you use and make sure “JIP Selective-Fire.esm” is ticked.