TheInquisitor Posted January 2, 2016 Share Posted January 2, 2016 So what does fCombatAcquireWeaponRangedDistanceMax do? Is that like the Recon scope acquisition range or something? Link to comment Share on other sites More sharing options...
NexusFiles Posted January 2, 2016 Author Share Posted January 2, 2016 So what does fCombatAcquireWeaponRangedDistanceMax do? Is that like the Recon scope acquisition range or something? Not sure. Might not do anything. Link to comment Share on other sites More sharing options...
TheInquisitor Posted January 2, 2016 Share Posted January 2, 2016 So what does fCombatAcquireWeaponRangedDistanceMax do? Is that like the Recon scope acquisition range or something? Not sure. Might not do anything. I think that just about sums up half the variables in Bethesda's engine at this point xD Link to comment Share on other sites More sharing options...
Ichthyic Posted January 3, 2016 Share Posted January 3, 2016 (edited) you shouldn't need to wait for the GECK. I have seen in just FOEdit that each weapon has a max range, and that max range is modified by item addons.so...go find an item addon you use with your rifle that affects max range... like say the silencer.then mod it such that it INCREASES max range instead of decreasing it.then you will find out if there is a range cap or not for the game itself.a sniper rifle with maxed out range mods, but with a slencer, is maxed at 185 IIRC.go and change that value to something like 300 (or more likely you will be changing a range multiplier value), then see what happens. Edited January 3, 2016 by Sir_Toejam Link to comment Share on other sites More sharing options...
NexusFiles Posted January 3, 2016 Author Share Posted January 3, 2016 you shouldn't need to wait for the GECK. I have seen in just FOEdit that each weapon has a max range, and that max range is modified by item addons.so...go find an item addon you use with your rifle that affects max range... like say the silencer.then mod it such that it INCREASES max range instead of decreasing it.then you will find out if there is a range cap or not for the game itself.a sniper rifle with maxed out range mods, but with a slencer, is maxed at 185 IIRC.go and change that value to something like 300 (or more likely you will be changing a range multiplier value), then see what happens. Already done that experiment. I had it up near 450 and it didn't make a difference. It's a game limitation, not a gun one. Link to comment Share on other sites More sharing options...
NovaZek Posted November 3, 2016 Share Posted November 3, 2016 you shouldn't need to wait for the GECK. I have seen in just FOEdit that each weapon has a max range, and that max range is modified by item addons. so... go find an item addon you use with your rifle that affects max range... like say the silencer. then mod it such that it INCREASES max range instead of decreasing it. then you will find out if there is a range cap or not for the game itself. a sniper rifle with maxed out range mods, but with a slencer, is maxed at 185 IIRC. go and change that value to something like 300 (or more likely you will be changing a range multiplier value), then see what happens. As my poster above stated it, it is a hardcoded issue, not a weapon nor attachment based issue. I added quite few neat perk additions regarding range, removed range penalties on muzzles, quess what, 600+ range, yet not being able to hit an enemy on the "Libertalia" from one end of the other side. Link to comment Share on other sites More sharing options...
isathar Posted November 3, 2016 Share Posted November 3, 2016 (edited) The setting called fProjectileMaxDistance should help. It's set to 32768.00 by default. I have it set to 65536.0 in my AmmoTweaks mod, and it seems to increase the distance bullets can travel. It's a little bit more reasonable, but I'm not sure if there is much benefit past this distance due to the world being divided into cells. No idea if it can be accessed via ini editing but it works if used in a plugin. Each projectile's range is still limited by its own settings (10000.0 for a lot of them), and weapon range changes the amount of damage done past a certain distance. Edited November 3, 2016 by isathar Link to comment Share on other sites More sharing options...
NexusFiles Posted November 5, 2016 Author Share Posted November 5, 2016 you shouldn't need to wait for the GECK. I have seen in just FOEdit that each weapon has a max range, and that max range is modified by item addons. so... go find an item addon you use with your rifle that affects max range... like say the silencer. then mod it such that it INCREASES max range instead of decreasing it. then you will find out if there is a range cap or not for the game itself. a sniper rifle with maxed out range mods, but with a slencer, is maxed at 185 IIRC. go and change that value to something like 300 (or more likely you will be changing a range multiplier value), then see what happens. As my poster above stated it, it is a hardcoded issue, not a weapon nor attachment based issue. I added quite few neat perk additions regarding range, removed range penalties on muzzles, quess what, 600+ range, yet not being able to hit an enemy on the "Libertalia" from one end of the other side. You can increase the distance of the projectiles. Haven't edited anything before the summer but it was possible. Link to comment Share on other sites More sharing options...
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