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Xilandro Axeuora

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Xilandro

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220 comments

  1. Xilandro
    Xilandro
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    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
  2. Xilandro
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    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.
  3. Weasel124
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    but how do you activate the ingame console editor. i must be blind cuz im not seeing anything on that anywhere
  4. Dead47
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    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
  5. GBROAD98
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    I get this error in console. Any clue to what it means and is it bad? Imgur
    1. Xilandro
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      definitely not good. Can you scroll up in the console and make a screenshot of xnvse version too? Also make sure you have UIO installed
    2. GBROAD98
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      I fixed the issue. yeah my New Vegas Script Extender was outdated it but i updated it and it all works now.
    3. Xilandro
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      Nice! Thanks for letting me know.
  6. ProP8oX0
    ProP8oX0
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    the best recoil mod hands down, not too exaggerated and nice subtle visual blur when shooting
  7. IwantModsYesIDo
    IwantModsYesIDo
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    How does the blacklist work? I can't seem to get it to work making a blank ini and putting editor ID's
  8. JoDr
    JoDr
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    the problem was caused by my error, too bad I can't just delete the irrelevant comment and have to edit it
  9. Stinkyou
    Stinkyou
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    I sometimes get this error in console. Usually happens while shooting. Any clue to what it means and if it's safe to ignore?
    1. Xilandro
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      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.
    2. FurioIkari
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      Mine says "Error in script FF002001 (nvseRunTimeScript0ApplyRecoil) ... and then the same as above"
      I say it for information purposes, great mod btw
  10. Nova7V2
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    The Ukrainian Modding Wizard is back at it again with a new gameplay feature being added via a mod.
  11. KayJhuno
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    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
    1. Xilandro
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      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
    2. Stinkyou
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      Bruh why does pistolpayback do that lmao, "bootleg jip" tf does that mean, I'm dying
    3. Xilandro
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      dunno, ask him, but that's what it is.
  12. pupkidze007
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    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 :(
    1. Xilandro
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      I could but I won't, because you can just lower the recoil for those weapons yourself. It's simple, easy and fast. Go check Usage in the description
    2. pupkidze007
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      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.
    3. Xilandro
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      tell them to set heap size to 400 in the ini
      set
      DefaultHeapInitialAllocMB = 400inside Data\NVSE\nvse_config.ini file
    4. pupkidze007
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      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.
    5. Xilandro
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      You should really, really consider uninstalling all that stuff and follow Viva New Vegas guide.
    6. pupkidze007
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      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.
    7. Stinkyou
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      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.