NexusFiles Posted November 21, 2015 Share Posted November 21, 2015 (edited) http://i297.photobucket.com/albums/mm240/voodoo3dfx/DistanceShot_zpsbiwuelmz.jpg What is the attribute in Fallout 4 for the max distance for bullets? If I shoot at the target next to the crosshairs.. 1) I won't hit him. 2) He won't even flinch. It is not a range issue for the rifle. I have already tried a "no auto aim" mod on Nexus.. but it didn't help. Any thoughts? I am not the only one who has run into this problem; https://steamcommunity.com/app/377160/discussions/0/496881136915147514/ Edited November 21, 2015 by NexusFiles Link to comment Share on other sites More sharing options...
MrsHandy Posted November 21, 2015 Share Posted November 21, 2015 I have encountered the same problem. I've even had it with a scope that has range compensated crosshairs and I was still unable to hit anything past a certain distance. It was particularly frustrating since I could clearly see the enemy through the scope and they did not appear excessively distant. Link to comment Share on other sites More sharing options...
NexusFiles Posted November 21, 2015 Author Share Posted November 21, 2015 I have encountered the same problem. I've even had it with a scope that has range compensated crosshairs and I was still unable to hit anything past a certain distance. It was particularly frustrating since I could clearly see the enemy through the scope and they did not appear excessively distant. I used to be able to hit those distances and beyond in New Vegas... with the approriate "Disabled Auto Aim" mod. Don't know what is different this time. Link to comment Share on other sites More sharing options...
jet4571 Posted November 21, 2015 Share Posted November 21, 2015 In FNV and FO3 there was a max distance for projectiles setting in the Weapons settings. The setting was most noticeably used for shotguns but all weapons had it set. Bethesda may not have set rifles max distance to far enough, and it could also be a bullet drop setting. Most FO3 and FNV weapon overhaul mods fixed the distance and bullet drop to be much further. Bethesda treats bullets like they do arrows, almost the same range and drop. Link to comment Share on other sites More sharing options...
NexusFiles Posted November 21, 2015 Author Share Posted November 21, 2015 In FNV and FO3 there was a max distance for projectiles setting in the Weapons settings. The setting was most noticeably used for shotguns but all weapons had it set. Bethesda may not have set rifles max distance to far enough, and it could also be a bullet drop setting. Most FO3 and FNV weapon overhaul mods fixed the distance and bullet drop to be much further. Bethesda treats bullets like they do arrows, almost the same range and drop. So, it isn't an engine limitation (like in Skyrim with the arrows) but a weapon one? Link to comment Share on other sites More sharing options...
jet4571 Posted November 22, 2015 Share Posted November 22, 2015 It could be engine related FO4 is built off Skyrim and not FO3, but Skyrim arrows could be set to fly much farther and straighter as well. One of my bow mods I had them nearly double the effective distance but toned it down to 50% increase in distance. I would guess that it is a setting more than anything but once they hit the ugridstoload border they will no longer work but I haven't seen exactly how they setup weapons in FO4 yet. Link to comment Share on other sites More sharing options...
NexusFiles Posted November 22, 2015 Author Share Posted November 22, 2015 It could be engine related FO4 is built off Skyrim and not FO3, but Skyrim arrows could be set to fly much farther and straighter as well. One of my bow mods I had them nearly double the effective distance but toned it down to 50% increase in distance. I would guess that it is a setting more than anything but once they hit the ugridstoload border they will no longer work but I haven't seen exactly how they setup weapons in FO4 yet. The funny part is, I did edit the VATS maximum distance, and it did "target" the subjects that were too far for me to shoot. But, obviously the % rates were all 0 and I couldn't actually shoot them. I guess its a waiting game right now. Link to comment Share on other sites More sharing options...
naruto2693 Posted November 22, 2015 Share Posted November 22, 2015 has anyone tried editing the fCombatMaximumProjectileRange ? Link to comment Share on other sites More sharing options...
NexusFiles Posted November 22, 2015 Author Share Posted November 22, 2015 has anyone tried editing the fCombatMaximumProjectileRange ? I never ran into that. Where exactly do you find that? Link to comment Share on other sites More sharing options...
jet4571 Posted November 22, 2015 Share Posted November 22, 2015 It's either an ini value from an ini dump that's not in the Fallout4.ini dump I have or it's a game setting in another game because it's not in Fallout4.esm. First fCombatM* in Fallout4.esm's game settings is fCombatMissileStickDepth Combat section of the Fallout4.ini dump: [Combat]bAimSights=0bChainExplosionDebug=0bCombatDisableAmmoUsage=0bCombatPathSmoothing=1bCombatPathSprinting=1bDebugCombat=0bDebugCombatAimLocations=0bDebugCombatArea=0bDebugCombatAttackRange=0bDebugCombatCoverReservations=0bDebugCombatDialogue=0bDebugCombatLOS=0bDebugCombatPositionReservations=0bDebugCombatProjectileLOS=0bDebugCombatTargetLocations=0bDebugCombatTargets=0bDebugCombatTextColorDark=0bDebugCombatThreading=0bDebugCombatThreats=0bDebugCombatUnreachableLocations=0bDebugCombatViewLocations=0bDisableCombatDialogue=0bDisableNPCAttacks=0bDismemberOneLimb=1bEncounterZoneTargetRestrict=1bForceNPCsUseAmmo=0bHazardDebug=0bIronSightsZoomEnable=1bLaserSights=0bMagicDebug=0bPlayerAlwaysStaggered=1bPlayerUnequipAttackCondition=1bPlayHitLocationIdles=1bPlayStaggers=1bProjectileDebug=0bUseHitLocationAnim=1bVATSProjectileDebug=0cBeamProjectileMaxRaycastResults=5cImpactDecalMaxResults=10f1PArrowTiltUpAngle=2.0000f3PArrowTiltUpAngle=2.5000fAimChaseLookingMult=3.0000fAimDownDegrees=90.0000fAimModelPlayerSnapCapsuleRadius=85.0000fAimModelPlayerSnapHeightPercent=0.7000fAimModelPlayerSnapMaxDist=2000.0000fAimModelPlayerSnapSpeedDeg=80.0000fAimModelPlayerSnapTimeSec=0.4000fAimUpDegrees=90.0000fDeathForceCleared=1.0000fDebugCombatProjectileLOSTime=5.0000fDebugCombatTextSize=0.5000fDecapInitialSpeed=250.0000fHitEffectThresholdMod=0.0400fHitEffectThresholdSevere=0.0430fHitVectorDelay=0.4000fIronSightsZoomDefault=50.0000fMagnetismFalloffBorderHeight=50.0000fMagnetismFalloffBorderMaxMult=15.0000fMagnetismFalloffBorderMaxRange=6000.0000fMagnetismFalloffBorderMinMult=0.0500fMagnetismFalloffBorderMinRange=0.0100fMagnetismFalloffBorderWidth=100.0000fMagnetismFalloffExponent=0.7000fMagnetismInputMovementLimit=0.4500fMagnetismInputRotationPitchLimit=0.3000fMagnetismInputRotationTargetMoveYaw=0.4000fMagnetismInputRotationTargetMoveYawLimit=0.1000fMagnetismInputRotationYawLimit=0.6000fMagnetismMaxActorDistance=6000.0000fMagnetismMeleeMovementLimit=0.4500fMagnetismMeleeRotationPitchLimit=0.3000fMagnetismMeleeRotationYawLimit=0.6000fMagnetismMinActorWidth=60.0000fMagnetismObjHeadingMult=0.3000fMagnetismObjLookingMult=0.0000fMagnetismSightsFalloffBorderWidth=100.0000fMagnetismSightsInputRotationTargetMoveYaw=0.4000fMagnetismSightsMovementLimit=0.4500fMagnetismSightsRotationPitchLimit=0.4500fMagnetismSightsRotationYawLimit=0.6000fMagnetismStrafeMinDistance=200.0000fMagnetismTargetScoreAngleWeight=6000.0000fMagnetismTargetSpeedMax=300.0000fMagnetismZeroInputFalloffSec=0.3300fMinBloodDamage=1.0000fMostCommonProjectileCollisionRadius1=2.0000fMostCommonProjectileCollisionRadius2=5.0000fMostCommonProjectileCollisionRadius3=10.0000fMountedAttackRangeMultiplier=1.1000fProjectileDebugDuration=5.0000fProjectileDefaultWaterSplashSize=10.0000fProjectileMaxPenetration=120.0000fProjectileNearMissDist=400.0000fTeammateAutoAimScreenMult=4.0000fTeammateCommandMenuDegrees=16.0000iMaxHiPerfCombatCount=4iShowHitVector=0 Link to comment Share on other sites More sharing options...
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