Kept you waiting, huh? This mod took a long time to make, long enough that I burned out on it, and had to put it aside for nearly a year. But here it is, finally, finished. Description might not cover all your questions, so I'll try to answer them here, and then move most popular ones into description itself. So don't be shy, ask away. Enjoy the mod! And as always, break the hell out of it, report back and I'll see if it can be fixed :D
Update 0.5 - Fixed "xNVSE: Failed to precompile script file at data/nvse/user_defined_functions/B42Recoil/OnFire.txt" error. Rare case of mod conflict. Fixed by replacing `sign` function with manual sign formula. - Fixed division by zero on unequipping a weapon during return/recovery being active. "*_CrSPS" auxvar was cleared, and recovery stop was trying to get a value out of it.
Okay, apparently some people misinterpreted my comment about viewmodel recoil, and I've been getting poked "hey any news on fixing performance with B42 Recoil?" This specific comment lol:
This mod replaces immersive recoil, vertical recoil, "skill based" recoil, whatever <insert name> recoil, except viewmodel. This mod doesn't make your weapon jerk around, because it's extremely heavy (at the moment). As a matter of fact, I'd recommend uninstalling any kind of viewmodel recoils and just stick to good animations, until advised otherwise.
I meant making guns jerk around is extremely heavy. But this mod is fine. I was obsessed to make it as fast as possible, and wouldn't release it at all if it wasn't.
Hi! Just a quick question. I'm looking through the In_B42Recoil.txt file right now, and correct me if I'm wrong, but attachments that increase damage and reduce weight increase the recoil?
Anything that reduces the weight of the weapon should increase recoil. It's why an Obrez kicks like a mule - shortening a Mosin Nagant shaves a LOT of weight off that rifle - and it's firing the same cartridge.
The impact of the Strength attribute on weapon recoil appears to be minimal, as there's little noticeable difference in recoil between 1 Strength and 10 Strength when using the same firearm. Could this be due to the weapon mods affecting the mechanics?
I hate to be a bother, i really do, but is there any chance for you to make something similar to the simple night vision mod that allows us to quickly and easily add weapons to the blacklist? if anything, at least consider it.
For anyone who can't press the homekey on your laptop, you can change it to another key on B42 Recoil\NVSE\plugins\Scripts and open the ln_B42PatternEditor.txt change the number 199 to whatever key you want to have, check the Scancodes: https://geckwiki.com/index.php?title=DirectX_Scancodes
Now you open the menu while holding the key you assign and ENTER at the same time
it's all in the config and not at the bottom. Also return doesn't compensate for you, never did. Try using a weapon normally, out of "static" tests. It's not an "easier life" feature, it's designed to mimic gravity pull and muscle rebound due to tension.
Hi, I have an short question about calibers. In the spoiler for advanced users it states that I should add these two lines: [0] 0=Your_Recoil_Strength_In_Degrees into an ini named after the base ammos editor ID
In the settings.ini it states that the default recoil is 1. Does this mean that I should write '0.x' if I want an lower recoil and 'X.x' if I want an higher recoil per ammo type, or do I missunderstand how calibers are supposed to work?
Calibers use degrees, because they completely replace base recoil. So 1 degree recoil there will equal 1 degree in the game Ammo modifiers are different, they go on top of existing recoil, and so they use multipliers (0.x = to make recoil less, and X.x for more)
So, if I, for example, want to give energie weapons an lower recoil when guns (recoil comes mainly from the combustion which most energie weapons lack) but still want to have the weapon stats affect the recoil (so not blacklisting the weapon), it would be better to make Ammo modifiers for each ammo, instead of making an Caliber for each ammo type?
well, technically, your face should melt and everything around you in at least 20 miles radius, considering the amount of energy output these weapons have, so I think it's safe to say it doesn't matter what recoil they have. But if you really want to have lower recoil for very very powerful guns and sacrifice the feel of that power - go for ammo mults.
Thanks for the answer, I only took energie weapons as an example because they don't require mods to count as an potential caliber. (will definitly try them out first before making any changes, as plasma should have some kick behind it, something needs to bring that glob of green goo into motion)
edit: just tested all vanilla + DLC energie weapons (pistols and rifles, NOT heavy), and some guns I had my concernes (BB gun, nail gun, aka. guns that don't use 'standard' ammo) as well as a few other guns to have an comparison, and I don't see any need for adjustment, if modded weapons work as well as vanilla, this is essentialy plug'n'play.
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This mod took a long time to make, long enough that I burned out on it, and had to put it aside for nearly a year. But here it is, finally, finished.
Description might not cover all your questions, so I'll try to answer them here, and then move most popular ones into description itself.
So don't be shy, ask away.
Enjoy the mod! And as always, break the hell out of it, report back and I'll see if it can be fixed :D
Update 0.5
- Fixed "xNVSE: Failed to precompile script file at data/nvse/user_defined_functions/B42Recoil/OnFire.txt" error. Rare case of mod conflict. Fixed by replacing `sign` function with manual sign formula.
- Fixed division by zero on unequipping a weapon during return/recovery being active. "*_CrSPS" auxvar was cleared, and recovery stop was trying to get a value out of it.
This specific comment lol:
I meant making guns jerk around is extremely heavy.
But this mod is fine. I was obsessed to make it as fast as possible, and wouldn't release it at all if it wasn't.
It's why an Obrez kicks like a mule - shortening a Mosin Nagant shaves a LOT of weight off that rifle - and it's firing the same cartridge.
Also, is this applied to NPCs too?
Now you open the menu while holding the key you assign and ENTER at the same time
I saw at the bottom of the config ini was something about the return factor which I attempted to set to 0 but there was still a return.
Also return doesn't compensate for you, never did. Try using a weapon normally, out of "static" tests. It's not an "easier life" feature, it's designed to mimic gravity pull and muscle rebound due to tension.
In the spoiler for advanced users it states that I should add these two lines:
[0]
into an ini named after the base ammos editor ID0=Your_Recoil_Strength_In_Degrees
In the settings.ini it states that the default recoil is 1.
Does this mean that I should write '0.x' if I want an lower recoil and 'X.x' if I want an higher recoil per ammo type, or do I missunderstand how calibers are supposed to work?
Ammo modifiers are different, they go on top of existing recoil, and so they use multipliers (0.x = to make recoil less, and X.x for more)
edit: just tested all vanilla + DLC energie weapons (pistols and rifles, NOT heavy), and some guns I had my concernes (BB gun, nail gun, aka. guns that don't use 'standard' ammo) as well as a few other guns to have an comparison, and I don't see any need for adjustment, if modded weapons work as well as vanilla, this is essentialy plug'n'play.