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Cyan49

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cyan49

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About this mod

The main part of this mod is splitting VATS distance into "in combat" and "not in combat", reducing the base value of both VATS distances and nerfing enemy searching by the VATS system. Q: Why? A: Imagine your Pip-Boy has an energy saver mode. It runs behind the scenes without your consent.

Requirements
Permissions and credits
First, my language is not English, I use google translate. This is my first real FO4 modding and I spent over 20 hours learning scripting.

This was a simple and personal mod to make the VATS system "in combat only", but now it's more advanced and holotapes are available to configure the mod's functionality. This mod contains only holotapes, not MCM, but requires F4SE (because the mod uses F4SE functions.)

[What does this mod do?]
This mod basically does what the title says, but it's all configurable. The main part of this mod is splitting VATS distance into "in combat" and "not in combat", reducing the base value of both VATS distances and nerfing enemy searching by the VATS system. This means you can't target enemies outside VATS distance. Also as an example, each perception gives a 150 VATS distance bonus, and if ADS, gives a 500 VATS distance bonus and 1.25x accuracy (but 1.25x AP cost). 

[How to get the holotape?]
Configuration Menu Holotapes are automatically added in the player's inventory, or can be crafted in the "Utility" category at the chemistry station. The configuration menu has presets and custom, you can use these options or use console commands. Then make sure they work and disable debug message in the holotape. Debug message and "PER based" in presets are enabled by default.

Here is the console command in case you want to change the value manually.

Set VATS0GV to XXXX
;Base value of VATS distance for not in combat.
Set VATS1GV to XXXX
;Base value for VATS distance for in combat.
Set VATSIncBaseGV to XXX
;VATS distance bonus value per perception.
Set VATSADSGV to XXXX
;If ADS, add XXXX VATS distance bonus.

[Is this mod's script heavy?]
I don't think so. All functions are triggered by events except abilities on the player that have one condition function. They trigger once when it should and they don't overlap or loop.
(OnQuestInit/OnQuestShutdown/OnPlayerLoadGame/OnMenuOpenCloseEvent/OnControlDown/OnControlUp/OnItemEquipped/OnItemUnequipped/OnWorkshopMode/OnCripple/OnPlayerEnterVertibird/OnGetUp)

However, the scripts could be further optimized in the future, because in the last 20 hours I've found about 10 opportunities to improve my mod script. Calling functions on each event, that's the first thing I learned.

[Compatibility]
This mod does not overwrite any existing records, only dynamically changes the game setting "fVATSMaxEngageDistance", and depending on the options you choose, changes the following game settings. (fVATSPlayerDamageMult/fPerceptionCompassBase/fPerceptionCompassMult/fSurvivalPerceptionCompassBase/fSurvivalPerceptionCompassMult) 

This mod basically only dynamically changes the "fVATSMaxEngageDistance" in the game setting, so if you have a mod that edits this game setting, this mod will override it. That's all.

[How to uninstall]
My recommendation is to use "Revert to vanilla" from within "Presets" in the holotape, then toggle "Mods" in the holotape, then uninstall the mod. Otherwise, some game settings may remain in your game.

[Q&A]
Q: Why?
A: Imagine your Pip-Boy has an energy saver mode. It runs behind the scenes without your consent.
Q: ESL/ESPFE?
A: Do you think it's easy? If so, that means you can do it yourself. Not rude, I'm lazy.
Q: Can I create/save my own presets and apply them to different saved data?
A: Unfortunately this mod doesn't do that. Because it looks like I need to do something more advanced that I haven't learned yet.
Q: VATS caused the game to freeze, (insert offensive text here)
A: I don't know much about it, but it's commonly known that survival mode is the culprit. Search yourself to fix it.
Q: Does this mod also support controllers?
A: Yes.


I might do some updates if I can figure out a function that returns the equipped weapon keyword, like "has scope". However, I don't have any additional ideas related to that for now.