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Need help adjusting distance-based accuracy falloff in VATS


trashgarbage666

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Got a fairly straightforward issue this time: fVATSDistanceFactor does exactly what I'm trying to do, but it's mysteriously missing in the New Vegas version of GECK. Obviously, distance-based accuracy falloff is still being calculated somewhere, we just don't have direct access to the setting. Maybe there's an .ini setting buried somewhere that can be edited, or something I can do in the GECK that could emulate it?

 

I suppose I should mention that I want to decrease the accuracy falloff. It's waaay too sensitive for my liking. I've recalibrated all the other factors that go into calculating ranged hit chance, and this is the one thing keeping me from finishing it!

 

Hopefully someone knows something! Thanks for reading!

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According to this page on the Nukapedia Wiki, that is found in the GECK (even without opening an ESP/ESM) by selecting "Gameplay->Settings". (See also "VATS Settings" in the GECKWiki.) OTOH, Gamepedia wiki says that setting (either in GECK or via console "SetGS") doesn't work in FNV: returning "Not Found".

The GECKWiki lists a "GetVATSValue" function which retrieves various types of information: including "target distance". That has the statement:

The GetVATSValue condition function is available for use either when selecting a camera path, or within the Calculate To-Hit Chance entry point. Outside of VATS playback mode or Calculate To-Hit Chance, or if used in the console, the function will not return a meaningful value.


That in turn implies the information is only available while in VATS playback mode or within the "Calculate To-Hit Chance" entry point (which is only used in VATS). See GECKWiki "Entry Point" and "How to use the Add Actor Value Mult entry point" pages.

 

You might want to look at the mod "VATS Alternative - A Comprehensive Bullet Time Mod".

 

Otherwise, you might see if the JIP LN NVSE Plugin team is willing to look into developing such a function.

 

-Dubious-

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Seems odd they would remove a setting rather than just adjust it. Except maybe any number in that calculation spot gave undesirable results ??? Towards how they were trying to utilize the speed and gravity settings on projectiles .

A lot more than Fo3 was using them at least.

 

Is the fall off distance you're noticing only on bullet type projectiles , some more affected than others ?

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Leave it to you punchbattle to bring up intriguing questions :D Which led me to do some testing.

 

And first I have to list the data points I used ...

 

Lincoln Repeater condition 100

Lvl 17 , small guns 63

 

NPC targets set at 1826 , 2833 ,4109 ... which is roughly half cell / three quarter cell / full cell : distances

And am only checking the hit % on torso shown when you bring up VATS .

 

Since the 2 points of outcome are between 100% and 0% ... I'm just going to mention where the bell curve starts and stops. And default setting of "fVATSDistanceFactor" is 2.0

 

With my limited testing ... It looks like the curve starts at 1.8ish then goes to 2.2ish .

But of course had my distances been lesser or greater than what I mentioned ... it may have yielded a different curve ?

 

But so you know , while close to the middle of the curve , it can yield slightly different results from one VATS occurrence to the next.

 

some where between 1.8 & 1.5 at these distances yield nearly no change ... and above 2.5 is nearly 0 .

 

Also I did a test with the gravity on the 44 projectile and 1 speed change. These appear to not affect the displayed VATS chance to hit. Although I would bet the down range outcome is effected.

But sorry that would take a lot more testing :confused:

 

Add edit : to clarify ... 1 , 0 , -1 all yielded the same results. (95%)

And I did not go beyond 3 since it was 0 .

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