Skill based aim/gun spread

Post » Fri May 27, 2011 11:55 am

i wanted to make skill affect aim (gun spread) not damage. In fo3 i tweaked fGunSpreadSkillBase and fGunSpreadSkillMult values to 1.1175 and -0.01175 which i found satisfactory . NPCs didnt have expert aim but could still hit me often enough for cover to matter.

i used the same values for NV but they dont seem to affect the spread at all. i even upped the valued of fGunSpreadSkillBase to an extreme 100 which i assumed should make my weave bob about like crazy but it didnt seem to work. using iron sights, my gun motion is the same at fGunSpreadSkillBase 1 or fGunSpreadSkillBase 100 no matter my skill level.

am i editing the wrong settings? any help would be appreciated. thanks in advance!
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Milad Hajipour
 
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Post » Fri May 27, 2011 12:52 pm

Hi, I've tried to do the exact same thing but what I can say is that it seems that Obsidian changed the Spread Formula...
The one on the Geck wiki doesn't work anymore. I didn't find if Skills are/can be integrated in the calculation....

These are the only variables (i found) that change anything for spread calculation:
fRunningSpreadPenalty
fWalkingSpreadPenalty
fStandingSpreadPenalty
fUnaimedSpreadPenalty
fWeaponConditionSpread1
fWeaponConditionSpread2
fWeaponConditionSpread3
fWeaponConditionSpread.....
fCrippledArm1HSpreadPenalty
fCrippledArm2HSpreadPenalty
fCrippledArms1HSpreadPenalty
fCrippledArms2HSpreadPenalty

No skills in here, and I would like them to have an impact on accuracy too. If somebody knows...
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LuCY sCoTT
 
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Post » Fri May 27, 2011 9:46 am

Hey Suuk, thanks for the reply. I took a look at your mod before and i thought you got weapon spread to work. was starting to think there was just something wrong on my end.

the default way, it seems to me that spread is negligible and also makes the perk reducing spread useless. so i think a solution is really needed at this point.

im also wondering if the skill based spread could be implemented thru perks instead? but then NPCs should have it too. i really hate the way they have expert aim and can hit me effortlessly even when im mostly behind cover.
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carla
 
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Post » Fri May 27, 2011 12:42 am

Can't think of any way to do it with perks. And it would be really long to make all pnj have the perk...

I just don't know why they had to change the formula.. The new one is simpler (just unaimed/weap cond/crouch etc), but.. simpler is not better in this case. I like all math-like formulas ^^.

In my mod, I heavily changed the spread variables like this: if you crouching and not moving, and you have ironsight, you just have the minSpread of your weapon influencing your aim. That means, with a sniper or hunter rifle, nearly invisible spread. On the other side, running makes your weapon dance with your steps and it's imposible to fire on a wanted spot. I also used weapon condition in the formula, as they were not in Vanilla.
This way, it's only the playing style which define the spread the player have (sniper style crouched or big guns guy running like hell for example), and it's aiming skills (FPS like) which define his accuracy.
Yea, that's not really RPG-Like, but it's pretty cool using accuracy like this, with the new ironsights and stuff. Finally, that makes the Weapon Skills used only for Weapon Damages and Perk acquisition (like Cowboy). My mod get rid of weapon damage based on skills so... it makes weapon skills pretty useless in my case :P.
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 3:08 pm

well theres a perk that decreases spread. But since spread is virtually non-existent in ironsights mode (maybe unless you were crippled? havent tried yet), that perk becomes useless.

but since that perk affects spread, perhaps by changing the value, you can have it INCREASE spread instead depending on the weapons skill. not sure how that would work for NPCs tho.

i think its actually very RPG for skills to affect aim not damage. thats the way it was in FO1 & 2. and isnt the accuracy in vats also actually affected by your skill? seems weird that once you switch to manual aiming, skill becomes irrelevant to aiming.
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Marta Wolko
 
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Post » Fri May 27, 2011 8:47 am

I agree with skills affecting accuracy but not damage is great in RPG games, and that was what I was tryin to do before I saw the new spread "formula".

Spread is applied in ironsight mod! Just set the StandingPenalty to 10 and try to aim, that's pretty funny :P.

I didn't see the perks affecting your spread, my bad. There is one called NVWeaponSpreadPenalty1, adding 1 to total spread but it's not used in any script or anything. The perk is like this:

-Type : Entry Point
-Modification Type : Calculate Gun Spread
-Modification Method : Add Value
-Modification Value : 1

But, giving a perk to player/Npc for each point in Guns would be long and vain, since you have to do it again with EnergyWeap and ExplosiveWeap... Maybe do a system with steps. Like, player/npc naturally have a perk increasing spread. Whenever they reach a step in the associated weapon skill, the perk is deleted and an other (with less spread) is added. This would be less work to do! And it's actually a good idea.
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Darlene Delk
 
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Post » Fri May 27, 2011 8:48 am

In FO3, you had different levels for perks so something like that could work (if they havend changed that as well). of course, it would be impractical to make a different spread value per point of skill so perhaps every 5 points or so might be better. you'd have 20 levels for the perk but that's better than nothing.

my problem is giving NPCs the same effect and it would seem a different perk would have to be made for guns and energy weapons. im just theorizing for now, but ill try and mess around with it once i get the time.
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Claire Lynham
 
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Post » Fri May 27, 2011 8:31 am

would this work?

i made a perk with 20 levels with the following entries:

rank 1 - calculate Gun Spread, Multiply Value 1.95 with guns skill of 1-5
rank 2 - calculate Gun Spread, Multiply Value 1.90 with guns skill of 6-10
rank 3 - calculate Gun Spread, Multiply Value 1.85 with guns skill of 11-15

etc

until Gun Spread becomes 1.00 at skill 100. Im assuming this will make the gun have 0 spread (based on skill alone) at 100 skill level? Values will have to be tweaked so that perfectly steady aim is achieved at a lower level (also so that NPCs wont be unable to hit you) with the incentive of increasing the skill coming from increased crit chances as well as better aim when crippled, running, etc.

EDIT: how do i make this apply only when guns are equipped then make another for energy weapons?

If this will work, I dont know how to add this to the player at character creation, as well as adding something similar to all gun toting NPCs. any help would be appreciated, since, as you can tell, im new at this.
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Felix Walde
 
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