[FO4] Projectile/weapon range/speed values, and dependent weapon mods
TL/DR: Does anyone know the real-world units for projectile/weapon range and speed values, and is there a way to make weapon modification trees (e.g., barrels, magazines) dependent on receiver/caliber type?
Hey all,
I've managed to get FO4Edit working for me, and have pushed a WIP mod for myself to Bethesda in order to test it out (I'm a PS4 player only, unfortunately). So far, I'm happy with the way the edits are turning out, although my aim is a realism-based complete overhaul, so I'm delving a little further into the edits.
Having said that, my current focus is on ammunition/projectiles, particularly with modification of speed, range, and gravity. I'd like to get the projectiles for the various ammunition types relatively close to real-world values for muzzle velocity and effective ranges, but I have no idea what the units are for range or speed (considering most of them are 10,000+). My initial thought was that this was roughly in feet (or feet/sec), so I set the projectile distance for one ammunition type to 500, and now the gun only shoots about 12 - 15 feet. The closest thing I can think of is cm, but given that Bethesda is a US company this doesn't seem entirely correct.
Secondly, does anyone know how the weapon range interacts with the projectile range? I.E., is the total range of a ranged weapon some multiple of the weapon range and projectile range, or does the projectile travel up to the maximum of the weapon range or the projectile range (whichever is lower), or is it calculated some other way?
Finally, is there a way to create weapon modification dependencies in FO4Edit, or force different mod lists (e.g., for barrels or magazines) dependent on receiver type? I'm working on caliber conversions for the base weapons (e.g., a Deliverer in .45 ACP), but I'd like to force different modification options for other attachments dependent on the caliber (e.g., converting a hunting rifle from .308 to .50 would automatically convert the standard magazine from 8 rounds to 4 rounds, or would preclude the use of a suppressor).
Thanks in advance.
Posted Dec 19, 2019, 1:22 AM UTC
creationkit.com can help with some of those.
https://www.creationkit.com/index.php?title=Unit
https://www.creationkit.com/index.php?title=Projectile
https://www.creationkit.com/index.php?title=Weapons
Looks like the min/max range on the weapon is just an AI thing and it's all about the projectile. Don't know anything about the modification stuff but I think it would be hard if not impossible. Maybe with some scripts?
I just didn't know
That the Creation Kit site
Explained it all so clearly...
Sorry, the song is stuck in my head. But honestly, thanks; I have no idea why I didn't think to check the Creation Kit site, but I suppose I've been having so much trouble getting the Creation Kit to work with what I want that I just had a mental block. Going to the source makes sense though...
With that, it looks like the units are pretty close to what I'm seeing, with 512 units = ~24 feet. It's more than I had originally expected, but I find gauging distances in games isn't the easiest thing to do, so I'll go with the Bethesda values. Given that the rates of everything else are in seconds, I'll assume the speed is units/second.
Thanks for the clarification on the weapon distance as well; makes sense, although oddly enough the Creation Kit site states that NPCs need to be closer than the max distance, but don't need to be any closer than the minimum distance, which seems like the same thing. Bethesda is also extremely inconsistent with their values, given that 512 units translates to 24", yet the min and max range for most ranged weapons is 256. I suppose I'll leave these values alone and focus on tweaking the projectiles for effective range, although it'd be great to combine that with the max range and damage multipliers on weapons.
As for the modifications: unfortunately, I don't think I can use scripts, as I'm making this mod for PS4. Having said that, I think there might be a way to do it by filtering using keywords. I have a mod for PS4 that allows firearms to be disassembled into individual components, so any part can be removed without having to create a "standard" part in its place. If I can link keywords with particular mods (e.g., a .50 receiver for the hunting rifle is linked with a keyword that indicates it's converted to that caliber), filter mod parts based keywords (e.g., .50 barrels and magazines can only be placed on receivers that have the "converted to .50" keyword), and allow weapons to exist without all parts (albeit non-functional), then I could probably force certain parts based on receiver keywords. Alternatively, I might be able to force different modlists for each component based on receiver keywords. I'll update this if I find a way to do it.
Weapon range looks like it's for melee weapons, the guns have 256/256 but melee weapons actually have different values (machete is 0/10).
As for all the rest, I'm not sure it'll be possible on the PS4 but give it your best shot. Something like the filtering I could see based on mod requirements, but the conditions would have to reference the gun being modified and not the player so I don't know how you do that. The hardest part I think will be trying to make it invalidate parts that are already on it.
Much obliged, I appreciate the input and vote of confidence. I'll keep poking away at it, and if I get it to work then I'll report back on how I did it.