[REL] Ammo Spread Effect Fixer

Post » Tue Aug 31, 2010 1:54 pm

Ammo Spread Effect Fixer


Download: http://www.newvegasnexus.com/downloads/file.php?id=40290


Readme quote:

Fallout New Vegas:

==================
Ammo Spread Effect Fixer

Version: 1.0.1
Date: 14-02-2011
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Some ammo types in Fallout New Vegas were intended to be more (or less) accurate than other ammo types. For example, standard 12 Gauge Rounds (buckshot) have a wide spread, but 12 Gauge Slugs have an 'ammo effect' attached to them that is intended to make them much more accurate.

This ammo effect does not actually work. Not as intended, anyway (apparently it has an effect on player spread rather than weapon spread; the effect is virtually negligible, in any case).

Ammo Spread Effect Fixer (ASEF), put simply, makes these ammo types work as intended.

It also acts as a base that other mods can use as a master, if they incorporate ammo types that need to have spread reduction (or spread increase) ammo effects fixed.

===============
2. Requirements
===============

- Fallout New Vegas
- New Vegas Script Extender (NVSE) v1.0 Beta 6 or above (http://nvse.silverlock.org)

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- If you have not already done so, download and install NVSE (http://nvse.silverlock.org). Be sure to read and follow the NVSE documentation *closely*.

- Using 7-Zip (http://www.7-zip.org), extract the contents of the AmmoSpreadEffectFixer.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory.

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to AmmoSpreadEffectFixer.esm.

- Ensure that AmmoSpreadEffectFixer.esm is loading *after* FalloutNV.esm.



Updating from an earlier version:

- It's probably not necessary, but you may want to make a clean save without the earlier version of ASEF installed, before updating. (Deactivate ASEF, load your game, save your game again, quit FNV.)

- Simply replace the existing files with the files from the new version of ASEF, following the installation instructions above.



Automatic Merged Patch Creation:

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using. If using more than one plugin that is dependent on AmmoSpreadEffectFixer.esm, creating an automatic merged patch is mandatory.

- Download FNVEdit (http://www.newvegasnexus.com/downloads/file.php?id=34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

- Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.



Uninstallation:

- IMPORTANT: Uninstalling ASEF will also require deactivating any plugins that are dependent on AmmoSpreadEffectFixer.esm (otherwise the game will crash/stall on startup).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to AmmoSpreadEffectFixer.esm.

- If desired, delete all files copied to your Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the AmmoSpreadEffectFixer.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

No special action is required. Once you load the game with ASEF installed, you should notice that the following ammo types now have the spread reduction/increase they were intended to (assuming default ASEF settings):

.357 Magnum, JFP (Hand Load) 80% spread
.50 MG, Match (Hand Load) 65% spread
12 Gauge, Slug 35% spread
20 Gauge, Slug 35% spread
5mm, Surplus 120% spread


In other words, you should now be able to hit things with slug rounds. ;)

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod.

Q) ASEF isn't working. Why not?
A) Ensure that you have installed NVSE correctly. Without NVSE running, ASEF will not work; simple as that. If you are using more than one plugin that is dependent on AmmoSpreadEffectFixer.esm, also ensure that you have created an automatic merged patch using FNVEdit. See the Installation Instructions above for more information on both these things.

Q) I'm having problems with FNVEdit/NVSE/etc. Can you help?
A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them).

Q) Will you make [insert name of mod here] supported by ASEF?
A) ASEF is intended as a resource/base that other mods can rely on if needed. Implementing this is up to individual mod authors.

Q) Will you teach me how to make a compatibility patch myself, then?
A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than using the GECK, once you learn the basics.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Fallout New Vegas is crashing/stalling on startup. What's wrong?
A) This usually happens if an active plugin cannot 'find' the esm/esp file/s it is dependent on - usually because these 'master' files are absent/renamed/loading after the active plugin. Be sure to read the installation instructions of ASEF - and any dependent plugins - carefully.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to deactivate this mod.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- ASEF works by altering the Min. Spread stat of the player's weapon if they are using a relevant ammo type, but it only does so while the player is actively firing the weapon. This is because altering the Min. Spread stat of the weapon does so for *all* instances of that weapon; meaning that NPCs using the weapon will have altered weapon spread as well. Altering the weapon only while the player is firing it limits this problem.

- If NVSE is not running, ASEF will not work; simple as that.

================================
8. CREDITS
================================

- Any aspect of ASEF not specifically mentioned here in the credits can usually be assumed to be the work of Antistar.

- The central script in ASEF is almost entirely the work of Pelinor.

- Thanks go to Pelinor for scripting advice, also.

==========================
9. MODDER'S RESOURCE INFO
==========================

ASEF is intended as a base that mods can rely on if needed. You do not need to ask my permission to release plugins that rely on ASEF, but please do not include AmmoSpreadEffectFixer.esm itself in your mods. Provide a link to ASEF's download page instead; thus ensuring that users get the most up to date version of ASEF.

Please do not directly edit AmmoSpreadEffectFixer.esm itself and release it, either (without my permission); that would defeat the purpose of it being a standardised resource.


I'll include some information here on adding ASEF support to new ammo types. The following assumes some knowledge of using the GECK and/or FNVEdit. See these resources if you need to learn more about how to use those programs:

GECK wiki: http://geck.gamesas.com/
FNVEdit Training Manual: http://www.newvegasnexus.com/downloads/file.php?id=38413


ASEF uses various formlists to define categories of ammo types that need to have spread effects applied, and a number of associated globals to define what the actual spread effect for each category should be:


(There is a helpful table here in the readme. The forum software does not support its formatting.)


*Obsidian created a spread reduction effect (with the value shown) for Beanbag rounds, but did not apply it to the Beanbag ammo type itself, so while ASEF does not handle Beanbag rounds by default, it is set up so that it easily can.

New ammo types can be set up to be handled by ASEF by adding them to the appropriate formlist. For example, if your mod includes a new type of 'Match' ammo that you want to have reduced spread, add it to the 'ASEFMatchList' formlist and it will have 65% of the weapon spread when fired. Ammo types can be added to the formlists either by script, or by directly adding them to an override of the formlist record in your plugin. If you choose the latter (which is generally my preference), be sure to advise your users to create an automatic merged patch using FNVEdit. Copy and paste the instructions on that found in the installation instructions above, if you wish.

If you really, *really* need to alter the spread effect values used for each category (this is not recommended as it may create compatibility issues with other mods), you can alter the globals mentioned in the table above. I would highly recommend - if possible - doing so via script; ideally in a way that only affects ammo types directly covered by your mod.

The 'Custom' A, B and C formlists and globals were added to provide mod users some extra categories they can define as needed, but be aware that doing so may of course create compatibility issues with other mods doing the same thing. The default values for these 'Custom' categories are just vaguely useful-seeming ones chosen out of the air.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0.1 (14-02-11)
- ASEF now handles .357 Magnum, JFP (Hand Load) ammo; an error of omission in v1.0.
- Fixed some minor typos in the global names.

Version 1.0 (13-02-11)
- Initial public release.

User avatar
Alyna
 
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Post » Tue Aug 31, 2010 6:46 pm

Heyy, this'll actually make my 40mm Buckshot mod finally work. When I tried adding the spread mod to it, it made my char sway the 'nade launcher around like they were Cass-level drunk.

Now how to make it work with Shotgun Surgeon...

PS: Grenade buckshot rounds really exist IRL, it was a proposed means for grenadiers wielding the M72 grenade rifle to have a backup short range weapon... before the advent of the M203 rifle-mounded grenade launcher which just made grenadiers into riflemen as well.
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neil slattery
 
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Post » Tue Aug 31, 2010 8:46 pm

I'm The 3rd Type and this is my favorite mod downloaded today.
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Shirley BEltran
 
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Post » Tue Aug 31, 2010 3:10 pm

Awesome work Antistar, thanks for the fix.
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NIloufar Emporio
 
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Post » Tue Aug 31, 2010 5:37 am

Thanks guys. :) (Though I think Pelinor deserves most of the credit, as mentioned in the - y'know, credits.)


MadCat: 40mm buckshot sounds awesome - and like it would be interesting to fire from 'Mercy'. :lol: As far as Shotgun Surgeon goes, maybe you could use a script to check for ammo type (like ASEF does), and dynamically add/remove the weapon to the Shotgun Surgeon formlist. Or it could change a variable that you make the perk check for.
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Manny(BAKE)
 
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Post » Tue Aug 31, 2010 8:48 pm

So, just for the sake of lulz, if I were to have some spread reduction ammo in an automatic weapon, then have a companion that was also firing the same kind of automatic weapon, would this adjust their weapon spread as well during the time that I was firing my weapon?
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Marie Maillos
 
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Post » Tue Aug 31, 2010 2:19 pm

Huh, never even noticed this was bugged. Then again, i rarely snipe with a shotgun :hehe:
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Jonathan Windmon
 
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Post » Tue Aug 31, 2010 2:50 pm

So, just for the sake of lulz, if I were to have some spread reduction ammo in an automatic weapon, then have a companion that was also firing the same kind of automatic weapon, would this adjust their weapon spread as well during the time that I was firing my weapon?


Yes, that's right. Of course in the base game there's only the 5mm surplus ammo (as far as ammo for automatic weapons goes), which has increased spread.



Huh, never even noticed this was bugged. Then again, i rarely snipe with a shotgun :hehe:


The FRAG-12 rounds in the WMX-ModernWeapons add-on were what made me really notice it.
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Jonathan Braz
 
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Post » Tue Aug 31, 2010 9:20 am

Damn, that hunting shotgun is a sniper rifle now! :) But it's a cool fix, before slugs were completely useless.

Here's a patch to make it work with PNs dynamic crosshair.

http://www.megaupload.com/?d=JZ9HL4B8

I shot some walls in the testroom and it seemed to work fine, though when rapidly firing with the riot shotgun, occasionally some bullets hit far outside the spread circle. And the hunting shotgun with slugs is super accurate, it almost looks like it has no spread at all anymore. Maybe someone else who's using the ammo spread fixer and PN can confirm that this patch doesn't break anything - I'll have to return to studying for now :(
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Captian Caveman
 
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Post » Tue Aug 31, 2010 9:47 am

Uninstallation:

- IMPORTANT: Uninstalling ASEF will also require deactivating any plugins that are dependent on AmmoSpreadEffectFixer.esm (otherwise the game will crash/stall on startup).


OK, I want to clarify this part before I use the mod, as this part worries me a little, more for the sake of "pain in the assery" than anything else

I use WMX, are you saying, that if I decide to uninstall ASEF, that I will have to deactivate WMX as well, and then reinstall WMX?
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Markie Mark
 
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Post » Tue Aug 31, 2010 7:51 pm

WMX doesn't require ASEF, but WMX's Modern Weapons addon does. You can't use it without ASEF.
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Maeva
 
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Post » Tue Aug 31, 2010 6:14 pm

Damn, that hunting shotgun is a sniper rifle now! :) But it's a cool fix, before slugs were completely useless.

Here's a patch to make it work with PNs dynamic crosshair.

http://www.megaupload.com/?d=JZ9HL4B8

I shot some walls in the testroom and it seemed to work fine, though when rapidly firing with the riot shotgun, occasionally some bullets hit far outside the spread circle. And the hunting shotgun with slugs is super accurate, it almost looks like it has no spread at all anymore. Maybe someone else who's using the ammo spread fixer and PN can confirm that this patch doesn't break anything - I'll have to return to studying for now :(


Yeah, from memory the Hunting Shotgun has quite a tight spread for a shotgun, even without the choke weapon mod applied. It's the most accurate out of the shotguns in vanilla FNV.

And thanks for the patch. :) I wonder if it's something that the script could automatically account for in future versions of PN... like it doesn't have ASEF as an explicit master, but the script checks if ASEF is there, and takes it into account if it is. I think FOSE and/or OBSE could check for the presence of other plugins without them having to be masters... don't know about NVSE.

I'm just thinking out loud. It might be more trouble than it's worth. ;)



OK, I want to clarify this part before I use the mod, as this part worries me a little, more for the sake of "pain in the assery" than anything else

I use WMX, are you saying, that if I decide to uninstall ASEF, that I will have to deactivate WMX as well, and then reinstall WMX?


It's as TojKa said. That part of the readme was just stressing the usual thing about what happens if you try to load a plugin with an absent master.
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Steven Hardman
 
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Post » Tue Aug 31, 2010 8:30 am

I had to put out an update, so ASEF v1.0.1 is now available:

Version 1.0.1 (14-02-11)
- ASEF now handles .357 Magnum, JFP (Hand Load) ammo; an error of omission in v1.0.
- Fixed some minor typos in the global names.



Those typos didn't break anything, but fixing them should make referring to the documentation less confusing. Missing that ammo type was the main thing...

Sorry if it breaks your patch, schlangster.
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Jake Easom
 
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Post » Tue Aug 31, 2010 7:20 pm

MadCat: 40mm buckshot sounds awesome - and like it would be interesting to fire from 'Mercy'. :lol:


Oh jeez... you just cranked the insanity of it up to 11... :blink:

Also, just to clarify... I read elsewhere that non-hitscan projectiles that cause an explosion on impact do no damage as listed in the weapon form, right? It's all damage as listed in the explosion object's form? If that's the case, does it list the damage in the weapon form even though it doesn't apply? I need to add damage to the grenade weapons affected so that there's actual damage in the projectile.
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Dale Johnson
 
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Post » Tue Aug 31, 2010 9:00 pm

Oh jeez... you just cranked the insanity of it up to 11... :blink:

Also, just to clarify... I read elsewhere that non-hitscan projectiles that cause an explosion on impact do no damage as listed in the weapon form, right? It's all damage as listed in the explosion object's form? If that's the case, does it list the damage in the weapon form even though it doesn't apply? I need to add damage to the grenade weapons affected so that there's actual damage in the projectile.


For the Assault Shotgun with FRAG-12 rounds, it does seem to be displaying the damage (in the Pip-Boy) as the sum(?) of the damage in the weapon form and the damage in the explosion form.
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Emma
 
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Post » Tue Aug 31, 2010 8:51 am

It would be nice if there were some way to make this modular such that a modder could create a list with a custom accuracy. That, or just setup a set of lists for accuracy modifiers in 5 point increments.

As it stands, though, I will definitely use this in the ammo mod I'm working on.
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.X chantelle .x Smith
 
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Post » Tue Aug 31, 2010 7:48 pm

Just a heads-up; I added the ASEF-ProjectNevada patch Schlangster made to ASEF's Nexus page (after making sure it worked with ASEF v1.0.1, since I changed the global names in that update).

It was great seeing the dynamic crosshair smoothly change size when I switched to slug ammo. Thanks again for making that patch, Schlangster. :)
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Patrick Gordon
 
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Post » Tue Aug 31, 2010 3:55 pm

nice job guys! now if only someone makes a script so automatic weapons gradually increase in spread when firing. :D
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Ellie English
 
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Post » Tue Aug 31, 2010 5:30 pm

nice job guys! now if only someone makes a script so automatic weapons gradually increase in spread when firing. :D


Project Nevada and Book of Earache both include Recoil effects.
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Justin
 
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Post » Tue Aug 31, 2010 7:51 pm

I've had PN for a while now, didn't realize it has recoil spread mechanic implemented. Then I again, I rarely play since most of the time FONV is running, I'm testing stuff. :P
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Mike Plumley
 
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Post » Tue Aug 31, 2010 9:42 am

Just a heads-up; I added the ASEF-ProjectNevada patch Schlangster made to ASEF's Nexus page (after making sure it worked with ASEF v1.0.1, since I changed the global names in that update).

It was great seeing the dynamic crosshair smoothly change size when I switched to slug ammo. Thanks again for making that patch, Schlangster. :)

Alright, thanks for uploading it :)


I've had PN for a while now, didn't realize it has recoil spread mechanic implemented. Then I again, I rarely play since most of the time FONV is running, I'm testing stuff. :P

The way we implemented our recoil is that it's strength depends on the other player penalties, so crouching + aiming = no recoil, running with 2 crippled arms = much recoil. That's probably why you didn't notice it yet, normally the effect is pretty small.
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joannARRGH
 
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