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What's your bang bang, bro?


StormWolf01

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True enough.

I actually just got done working on the pancor. I'm sure that TactaGhoul hah (??? Typo there. haD) his reasons, but damn. Sooo much stuff that adds recoil to that gun. I'm still trying to get rid of it all.

oh, and I also gotta figger out why it's inacurrate as snot in VATS. Maybe it's the spread.

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It's great that FO4 can be played in such different ways. A lot of discussions about armor, weapons, combat problems and solutions for me are like from another game because ... I have such a different game from mods. :happy:

 

A word to walking and fast travel. The new "Survival" mode (the only mode I play) was/is great but also contains a bunch of nonsense (e.g. sleep saves, no console, no fast travel). No fast travel at all for me is as stupid as being able to fast traveling to any marker. I play "Survival" with a fast travel mod, like "Immersive Fast Travel" or "Red Wave Reloaded", to have some options.

 

And hiking through the world by foot for me only makes sense if something can happen, something unpredictable. For this I use "Endless Warfare" and "NPCs Travel", spawning enemy patrols. Walking in vanilla FO4 is often boring to death, but with the mods the most interesting combat situations usually happen during simply running from A to B.

I think you would absolutely LOVE Pack Attack, NPC edition. :D Better combat ai, and more enemies. (and it is VERY easy to go WAY overboard on the enemies.)

 

 

Yup, you're right, I'm using it since long, with default settings however, and although the enemies don't change to geniuses, it makes combat so much better. Recently I had a quest mod installed with custom NPCs who seemingly were not affected by Pack Attack, and they acted so dump (like vanilla ...?) that combat was no fun at all.

 

@ Stormwolf01; I don't know the gun but what do you mean with "so much stuff which adds recoil to that gun" and what do you try to get rid of it? I have edited most of the recoil settings in the Aim Model folder, especially to get rid of the automatic corrections with which FO4 spoils us to make recoil less of an issue. You could also just decrease recoil but that's seemingly not what you mean.

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Heyas Gaela - On the pancor, the original author has the weapon set up for a lot of kick. Pretty much anything that increases anything for the weapon, such as range, or damage, adds an additional modifier to the recoil the way that they've got it set up. I mean, I get it, that they've done so as kind of a balancer, because it's a fairly powerful weapon. But while the first shot might be on target, unless it's a really big target, the second shot IS gonna miss the target if it's human sized, especially at range.

Basically what I've been doing so far, is just outright deleting the modifiers that they've added to the parts. Like, removing the penalties from the receivers, barrels, etc. But even then, without that, it still won't hit with the follow up shot, because of the recoil.

Yeah, the aim model is my next plan of attack for the next time that I open up Xedit. I've got to take a look into it, to also see why this thing is missing so often in VATS. But I also have to test that on a more seasoned toon first, because the one I was playing on last night was only lvl 15.

It's gonna be a bit of experimentation for me tho. Because usually when I'm doing AM's, it's for pistols or rifles. Where I don't have to worry about the spread. So when I've been accurizing most of my weapons, that hasn't been a factor. With this being a shotgun, I actually don't wanna hinder the spread too much (unless that's the accuracy settings that are making it miss so much) by tampering too much with it's cone settings.

I've also reduced the reload animation to about half. It was just taking longer than I'd have liked it to.

I had the same problem with the RU556. Beautiful piece of work, fantastic weapon, and the animations were terrific. But they took way too long. I mean, what's the point of using an AR platform, which is built to be reloaded as quickly and efficiently as possible, but the anims take over 3 seconds to reload? Tho too, I can kinda see it, just switch to a different weapon and call it not having a chance to reload the rifle.

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I used a cheapy Mossberg 500 pump 12 gauge for bird hunting and even deer hunting (with slug rounds). That's a decent 12 gauge, but it looks like it's the grand daddy of this AA-12. Not made for the woods of Wisconsin, obviously. Would have been nice in 'Nam years ago. He, he

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ohhhh-ho-ho, the A12. Ah yeah. I'd love to try out one of those. I can't remember for sure, and right now I'm being too lazy to look anything up. But I can't remember if that's got a dampening system in it or not.

But ya know what they say about shotguns. It's all about how ya pump i... er wait. No, its about grip and stance, and proper shoulder placement. ;D

I had one too many moons ago Dark. Tho mine was a 20ga. My dad gave it to me for christmas one year. Really liked that one.

 

Now tho, if you want something that really kicks. A double barrel 16ga or double barrel 10ga. Both triggers at the same time. That'll wake you up in the morning.

The 16 I've got sucks tho. No choke what-so-EVER, so it's spread pattern with smaller s#*! ShOT kinda sucks.

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I finally got a chance to do a bit of tinkering with the Pancor Jackhammer.

Still not happy with how much it recoils, but the damned thing was set for 40!

I can now place at least two - three reliable shots in center of mass when I'm not going full auto.

 

A very interesting blast pattern, with the explosive ammo part of the mod.

I haven't seen giblets spread out in a circular pattern like this, before :D

Z1DtEpTQ_t.jpg

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THIS mod may just change my opinion about some of the laser or plasma weapons that I use.

https://www.nexusmods.com/fallout4/mods/23780

As I've posted before, I don't really like energy weapons. 1) The damage sucks vs most enemies. 2) If they puddle or ash, I tend to lose bodies.

 

But THIS...! This might just change my mind. In the process of DLing it now, will probly test it out tomorrow! Looks just cool as (insert different 4 letter word for poop here) !!

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Hahaha that's new!

Cannon balls.

 

Balls in!

Balls out!

Blow your *** all about!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

***enemies...

 

I tried the MK14 EBR this morning. https://www.nexusmods.com/fallout4/mods/10099

Ummmmmmm.... the modeling is great. The gun itself looks really good, the scopes look fantastic (Even tho I couldn't USE them in 3rd person :Dry: ) It's got some really interesting ways of doing stuff, like how some weapons have a seperate damage modifier slot, this one also has a recoil slot along with it.

And even at Maxed Recoil control, I STILL CAN'T put two rapid fire shots into a human sized target because of the recoil!!

One of the targeting stocks works backwards and decreases accuracy, instead of increases it. While the other marksman stock, does actually work as it should.

The base damage is kinda mid-range. On my test character, it started out just below 70 and could grow from there by adding on improved receivers, and then also had the seperate damage modifier slot. Not using that, with the advanced receiver I was still having to dump half a mag into the level 120 raiders that I was shooting.

And with the way that this thing bucks, there's just no way that I'd have survived it without switching to a different weapon.

The firing speed is good, Very little latency between trigger pulls, but I have to time it out to wait for it to get back on target from the recoil, or I put the next round up past their head.

I know that it's the guy's only published mod, and he's abandoned it, but as it is, this thing is a PASS, no, uh uh. It's just not what it outta be.

Which is sad, cuz it looks like a great gun, and I'm a really big fan of the m14.

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