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 0.4.83 - Slightly tweaked return time, to make it just a touch slower to strike better balance. Thanks to carxt for poking it and figuring out the sweet spot - Removed microfusion cell ini file from the Calibers folder, that caused some energy weapons not having recoil (which included NON-laser weapons). Anyone who wants NO recoil for lasers - add laser guns to a blacklist instead. update 0.4.84 - Fixed tiny issue with 0-weight weapons that caused division by zero errors. - Introduced stupid update 0.4.85 - Fixed stupid introduced in 0.4.84
Tiny update 0.4.86 - Fixed incorrect angle wrapping when weapon was fired while looking straight down - Fixed "dobule" typo - Further number autism super-minuscule tweaks to return time
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:
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.
Let's say I want to disable shaking post-effects for all weapons, will I have to edit each weapon individually or are there global parameters? nvm, found the settings. Thanks for this cool stuff
Aware of it. You can happily ignore it, I'll fix as soon as I have a free minute. It's not when shooting, but when you unequip a weapon while return/recovery is still running in the background.
Hey I've been having an issue with the mod with its requirements, saying that my mods aren't the right version for some reason when I am using the up-to-date version of them, like saying my JIP mod is running the 57.29 version instead of the 57.30 version, even tho I checked all my mods versions before installing and being the right version, I have a big mod list so it could probably be another mod issue, but still if u could check it would be great
if it says you're running 57.29 = that's what you're running probably have one of those pistolpaycheck mods installed that has bootleg jip or something lmao
Hello Xilandro! Thank you for the amazing mod! Could you please add the ability to configure the skill multiplier? The modded .308 assault rifles (like G3 and Galil from Another Millennia), as well as my modified Bozar (also chambered in .308), have huge recoil even with skill level 100 when wearing power armor.
Also, which mod functionality will not work if I continue using the old xNVSE version 6.3.5? Unfortunately, my list is not stable on 6.3.9 :(
Ok thanks! I will try it. Also, which mod functionality will not work if I continue using the old xNVSE version 6.3.5? Unfortunately, my list is not stable on 6.3.9 :( I've tried to compare the patterns between 6.3.5 and 6.3.9, and they seem the same.
Is this for 6.3.5 or 6.3.9? I've already tried setting DefaultHeapInitialAllocMB to different values (i.e. 400, 500, 600, even vanilla's 200), and the most stable was xNVSE 6.3.5 with the value of 499. Thanks for your help, but I understand that such a huge modlist as mine (800+ mods) can't theoretically be absolutely stable, and I'm OK with that.
While I respect your work and opinion, I think I'm going to decline this advice. I've almost completed the game with this setup, and getting 1-2 occasional crashes per session is not a big deal for me. By the way, my setup is actually based on VNV - I just built upon it over time. I was just curious if it would be possible to make this mod compatible with my setup, but if not, that's fine - I've almost finished the game anyway. Thank you for your help and for your work on mods that make the game better, and good luck.
VNV is 150ish mods. +650 mods and that is not VNV anymore. What did you even add? 800 mods is just too much. I highly doubt there's that much actually worthwhile mods.
220 comments
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 0.4.83
- Slightly tweaked return time, to make it just a touch slower to strike better balance. Thanks to carxt for poking it and figuring out the sweet spot
- Removed microfusion cell ini file from the Calibers folder, that caused some energy weapons not having recoil (which included NON-laser weapons). Anyone who wants NO recoil for lasers - add laser guns to a blacklist instead.
update 0.4.84
- Fixed tiny issue with 0-weight weapons that caused division by zero errors.
- Introduced stupid
update 0.4.85
- Fixed stupid introduced in 0.4.84
Tiny update 0.4.86
- Fixed incorrect angle wrapping when weapon was fired while looking straight down
- Fixed "dobule" typo
- Further number autism super-minuscule tweaks to return time
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.
Let's say I want to disable shaking post-effects for all weapons, will I have to edit each weapon individually or are there global parameters?nvm, found the settings. Thanks for this cool stuff
I say it for information purposes, great mod btw
probably have one of those pistolpaycheck mods installed that has bootleg jip or something lmao
Also, which mod functionality will not work if I continue using the old xNVSE version 6.3.5? Unfortunately, my list is not stable on 6.3.9 :(
DefaultHeapInitialAllocMB = 400
inside Data\NVSE\nvse_config.ini file