Jump to content

FOE4 edit. Changing weapon recoil?


Sapling09

Recommended Posts

Yes, try this: http://www.nexusmods.com/fallout4/mods/4227/?

 

With the latest FO4, if you dissect the file, you should see is:

 

"Float"

"Multiply"

"AimModelRecoilMaxDegPerShot" and "AimModelRecoilMinDegPerShot"

 

With the "0.35000000", it adds 35% extra recoil.

 

Just do the same on any other weapon modifications, it should modify the Recoil.

Link to comment
Share on other sites

 

Of course! As stated in the description, this mod changes some values (modifies or adds) which affect the recoil of the weapon.

It does not, however, modify the weapons themselves.
To be precise, it modifies two properties of the modifications: AimModelRecoilMaxDegPerShot and AimModelRecoilMinDegPerShot.
By using the Multiply function with a negative value lower than 1, you get a recoil reduction.
Here's an example: http://i.imgur.com/sM4eYtJ.png (Laser Short Barrel reducing AimModelRecoilMaxDegPerShot by 99.1% the same is true for the MinDeg property.)
For example, setting the value to -0.500000 would halve the weapon's normal recoil, a value of -1.000000 would eliminate it. Be warned though - it seems that a weapon sums up all calls to this value from all its mods and adds them up before applying and gets weird if it goes below 0 through this. I've actually gotten negative recoil this way!
It's for this reason that I've also had to change the values of all the other recoil-affecting modifications (such as stocks), funny though the downward-pulling automatic laser rifle was.
If the weapon modification does not affect recoil by itself, you can simply add an additional two properties and set them to do the above mentioned recoil reduction. Do remember to also increase the property count, or else the added values will simply get deleted again. And make sure that when using the multiply function, you're using a float value.
Here's an example: http://i.imgur.com/e6TNkOE.png (Increasing Laser Automatic Barrel property count to 20 to accomodate the newly added recoil reducing properties.)
And another: http://i.imgur.com/bRa3pUS.png (Newly added property, Value Type is Float but the Value is Int. Restarting FO4edit seems to fix this, assuming you remember to increase property count.)

TakaruMinari Told me this when I asked him.

Link to comment
Share on other sites

It does not seem to change the way how to weapon behaves when you shoot.

 

By recoil I meant the stupid way the camera shakes (or the gun shakes) when you shoot.

 

For example. Is there a way to replace the recoil shooting animation of the semi-automatic fire with the automatic one (Which has no kick)?

Edited by Sapling09
Link to comment
Share on other sites

It does not seem to change the way how to weapon behaves when you shoot.

 

By recoil I meant the stupid way the camera shakes (or the gun shakes) when you shoot.

 

This is an animation. I've encountered the same problem in my mod and i'm not sure if the tools are ready to edit these animations at the moment. Hopefully the tools will be available soon.

Link to comment
Share on other sites

 

It does not seem to change the way how to weapon behaves when you shoot.

 

By recoil I meant the stupid way the camera shakes (or the gun shakes) when you shoot.

 

This is an animation. I've encountered the same problem in my mod and i'm not sure if the tools are ready to edit these animations at the moment. Hopefully the tools will be available soon.

 

 

Maybe not, but I edited my post (Not sure if you read that).

 

It should be technically possible to swap the autofire animation with the semi fire animation. Autofire animation by default has no kick and only thing that is visible is the recoil (Which is not a problem).

 

Does anyone know what part of the weapon contains these infromation or where should I change it?

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...