LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 There's a mod for FO4 that does it, I don't think there's one for NV. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 There's a few things, and without checking into it again, this may be slightly wrong, but the basic gist is that you have hitscan, sway, and spread. If I recall, the guns skill has an effect on how accurate you need to be, using hitscan, and how difficult it is to be accurate, using sway. I'm pretty sure spread is unaffected. There are a lot of contradicting sources on this, and it would take me a while to comb through them all again for the best information. What I'm saying is that you don't want to render the Guns skill useless by making things more realistic, unless you do something similar to every skill. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 Well, spread and sway are two good things to keep in, I agree. Recoil as well could potentially be considered with those as well. Those are aim effects and shouldn't have any bearing on the projectile "if" it collides with a target and therefor registers as a hit. I understand where you're coming from those. I do want to keep those natural variables as a factor in the game.To make projectile physics work outside of VATS and Killcam, hitscan has to be off by default. I don't even consider this a factor. Therefor, the process is streamline once the projectile leaves the barrel, it continues on it's path until it collides with something. The angle at which it comes out is determined by aim effects, but has shouldn't have anything to do with the projectile registering if it collides with something damageable. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 True, but now I'm second-guessing myself and almost think that sway was the one that didn't change and spread was determined by the Guns skill. You'll just need to check into it before you do anything. If what I said was right, then it should be grand, but I'm not positive. Recoil would be a good one. Strength requirements already have a bearing on all this as well, but maybe you could use that functionality to apply some form of the Strength penalty at lower Guns skill levels and gradually remove the penalty as the skill increases (unless the Strength requirements are not met). Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 In depth - http://www.gamesas.com/depth-explanation-spread-accuracy-t49622.html Apparently there's 2 values that account for spread. Weapon Spread (WSp) and Player Spread (PSp)"The WSp is completely static and consists solely of the weapon’s ‘Min Spread’ value. The only thing that affects this are weapon mods, nothing else does. Many people probably have also noticed the ‘Spread’ value in weapon tabs. That value does nothing at all. It didn’t do anything in FO3 either, unless you re-enabled spread penalties based on weapon conditions. I’m not sure if it’s possible to enable that in FNV, haven’t really looked into that.<-This last bit interests me.Now what the PSp does is influence your character’s hand sway. The higher the PSp the more your hand will sway around, causing your shots to go off target. The sway you experience while using a weapon’s scope is exactly the same as your hand sway. The WSp on the other hand simply influence at what angle your bullet will leave the gun barrel, it will not cause any sway of the scope or player’s hand." Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 That makes the most logical sense, but I'm not certain it's accurate. I've seen other sources that say otherwise, and I remember spending a lot of time testing and now I've forgotten the results. I do remember thinking some of it was surprising. Modifying weapon spread based on weapon condition sounds like a great idea, though. I'd always hoped that would be an effect of poor condition, but it seems not. One of the items that function as a reward in my mod is a monocle that makes the weapon spread 0 (and increases the rate at which enemy shots against the player are critical, so it evens out), and when using this item, I do feel as if my gun sways less, but I'm not sure. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 24, 2018 Author Share Posted March 24, 2018 That was allegedly written by the author of Project Nevada. I'm guessing it was the summary of what they found out creating the Dynamic Crosshair for the mod. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 24, 2018 Share Posted March 24, 2018 Ah now, hadn't clicked on the link as I thought you'd copied it in its entirety, and GameSAS is creepy (they just copy things from Google and even change a lot of stuff based on an algorithm, then make fake new posts and...it's just weird). Seems to lend it more credibility now that I know who wrote it, but even they got a lot of things wrong as a result of making the mod so early (supposedly; I've no first-hand experience with PN). Still, it's so in-depth that I have to think a lot of testing went into that. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 24, 2018 Share Posted March 24, 2018 There are already ten mods that attempt to deal with "recoil". (The vanilla game fakes it using the camera, which bugs many people.) The currently most popular mod (also the most recent: July 2016) is "Real Recoil", which claims:A dynamic, more realistic system with smooth camera movements and visible effort to control recoilRecoil values based on ammunition, for every type of ammunition in the game, with overall recoil also being inversely proportional to weapon weight and player strengthNEW: An .INI file to edit recoil for any ammo type or add new ammunition types from mods (Optional CaliberX support and other mods already included)High compatibility with other modsPurpose-built for Hitman47101's incredibly well-made 1st Person Weapon Animation Overhaul (though it will work without it just as well)-Dubious- Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 25, 2018 Author Share Posted March 25, 2018 Yes, Real Recoil is an amazing mod I personally use. I couldn't recommend it enough. Link to comment Share on other sites More sharing options...
Recommended Posts