The revision of enhanced recoil from Grok's Ballistic Overhaul, adds new effects and customizability in MCM
My little edit of Grok's edit of Enhanced Recoil since i wasn't satisfied enough with how it worked.
GBOOBS isn't required to work, its a standalone package
Compared to original:
- You can now toggle it, adjust its power and toggle FOV effect separately in MCM
- If the gun has no recoil defined in grok_bo_enhanced_recoil.ltx, the default recoil effect will be used (from wpn_aug section)
- Recoil is affected by weapon upgrades, Handling and Recoil upgrades reduce the enhanced recoil
- Recoil is affected by player stance. When running, jumping and sprinting recoil will be significantly increased, while when crouching it will be reduced and in prone position it will be even more reduced
- With upgrades and proper stance, the recoil can be reduced to minimum of 15% of base power
- Slightly changed parameters for some weapons, especially for AEK rifles
- New recoil effect for Abakan to emulate delayed recoil with two-shot burst, see preview gif for demonstration
The mod will fully replace recoil module that comes with GBOOBS if enabled in MO2. The DLTX mods that adds recoil parameters to grok_bo_enhanced_recoil.ltx will work as well
CHANGELOG:
UPDATE 4:
- Removed some effects globally from the script that could cause major aim inconistency and missing the shots
UPDATE 3:
- Added gun movement effect after shooting, tried to make it subtle but visible nevertheless
- Added MCM options for controlling power of gun movement and postprocess effects
UPDATE 2:
- Update for the latest BaS weapons
- Added new parameter in MCM "influence by condition". With lower condition your gun will have bigger recoil. Ideally preserved guns will have reduced recoil
UPDATE 1:
- Added MCM sliders to adjust recoil based on different stance and gun upgrades
- Increased 7.62 AEK recoil a bit
- Added functions for modders to modify recoil strength, see the script file for details
Awesome !!! :D
Great work as always!!
Thank you works great
(buried)
Abakan don't have recoil if you shoot with 2 bullets mode. Just sayin. I've better picked up other gif for preview.
bruh
Bruh literally calling it abakan. Must be a dooty player. NOFUN.
So it's a laser?
Since it doesn't have recoil
Here, watch this: Youtu.be
The AN-94 was made to have virtually no recoil, it also has a two-shot burst function even when you shoot full auto, the first two shots are always at 1200 RPM and has zero recoil, next shots are at 600 RPM with some tiny bit of recoil.
Youtube.com
Looks mostly accurate to me, the first shot in 2 round burst have no recoil as it should, then after second you receive one, cause physics are still there.
boy thinking I dont even know the AN94 its called "Abakan" like i'm not double his age.
Also, 100% dooty player.
So, i still can't understand all hate that going to me. You confirm that abakan almost don't have recoil in burst mode, but on gif gun is bouncing like i shoot with ks-23 or any other high caliber gun.
In burst mode (with the AN at least) you don't feel the recoil until the 2 bullets are out of the barrel because you don't have time to feel it due to its high rpm, but after the rounds leave the barrel you will feel the recoil
setting fov bugs, after each shot it stacks and stretches the screen :)
i don't use it personally, its from og gboobs recoil. just tested, works on my machine.
Weird, doesn't make that "stack" effect on EFP 3.0
Will there be plans to make an in-game editor with this, so it directly adds and changes values in "bo_enhanced_recoil.ltx", as well? If it's possible, either way.
Thats way over the scope of this mod, i don't think it can be done any time soon
Amazing! <3
Очень годно! Уже есть чувство, что у персонажа огнестрельное оружие
Не было ли в планах идеи, чтобы от состояния оружия увеличивалась визуальная отдача (чем ниже состояние, тем выше отдача)?
реализовать легко, наверное добавлю
Крутa!
Спасибо :)
does it work well with the blindside patch? or is it not necessary?
doesn't matter
Сеньк ю сеньёр
Thanks man another top tier addon!
Hi,
I tried your addon, hoping to finally not have as much recoil when being prone / zooming with a sniper scope versus hip fire / not zooming and standing..
Unfortunately through my tests i couldn't make it working. In fact when i was to drop recoil when crouch, indeed i had recoil lowered, but also standing & all other recoils behaving exactly the same way.
I installed everything in my gamedata folder as your files pathing. Is there anything I did wrong ?
I also turned gun movement power to zero because i didn't want "EXTRA" recoil effecs other than those from enhanced recoil effects already in the game. Or maybe it's precisely the enhanced recoil parameters that are affected and not the recoil configs of each guns ? Well, I'd gladly need some help if you can give me some :)
I am on 1.5.2 update by the way.
you can increase sit and prone parameters in mcm to have more effect
Hi,
A little update from even more tests :
As far as it went, i could indeed have differences between prone & crouch position, only regarding the animations effects though
The base recoil of each guns, configured in their respective ltx, are prioritized it seems very much. This means i can do anything i want, i'll always have the same angle climb after shooting a round, prone, crouch or standing. Only the "post-process" effects change.
So to avoid big caliber snipers climb, typically a barrett, going high when shooting prone, well there is nothing i can do
I don't know if there are incompatibilities, which would surprise me as it's a separate script and i have nothing else that modifies recoil in terms of addons.
PS : if you need, i can record a few tests to see how recoil is affected in case i wasn't clear :)
the gun parameters of vanilla recoil are coded into their ltx files, and afaik they cant be changed dynamically without editing the engine
Would it be possible to implement camera movement on shots which can be changed depending on movement state the actor has?
The enhanced recoil system just add effects like blur and turns/twist/shift the camera around with the camera going back to the original position instead of moving the camera like the vertical/horizontal cam move values do for weapons.
I fumbled around a bit with arszi's enhanced recoil and it seems that one has extra camera movements which get lowered when for example crouching.
The only problem with arszi's enhanced recoil is when you enable it in for example EFP the camera movement is all over the place when hip firing and when crouched it does nothing as if the feature is disabled.
Hello there, I've been experiencing a strange error where using the Shader Scopes/DLTX/DXML combined binaries with this causes CTD. Here is the crash log:
~ STACK TRACEBACK:
d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script (line: 901) in function 'str_explode'
... grok_bo_enhanced_recoil.script (line: 25) in function 'parse_anims'
... grok_bo_enhanced_recoil.script (line: 388) in function <... grok_bo_enhanced_recoil.script:387>
[C]: in function 'section_for_each'
... grok_bo_enhanced_recoil.script (line: 387) in function 'func_or_userdata'
... axr_main.script (line: 271) in function 'make_callback'
d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script (line: 119) in function 'SendScriptCallback'
... bind_stalker_ext.script (line: 77) in function 'actor_on_first_update'
... bind_stalker.script (line: 218) in function <... bind_stalker.script:207>
~ ------------------------------------------------------------------------
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] string_find
! [LUA] 2 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(903) : str_explode
! [LUA] 3 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(25) : parse_anims
! [LUA] 4 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(388) :
! [LUA] 5 : [C ] section_for_each
! [LUA] 6 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(387) : func_or_userdata
! [LUA] 7 : [Lua] ...stalker/anomaly-1.5.1.2\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 8 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 9 : [Lua] ...anomaly-1.5.1.2\gamedata\scripts\bind_stalker_ext.script(77) : actor_on_first_update
! [LUA] 10 : [Lua] ...ker/anomaly-1.5.1.2\gamedata\scripts\bind_stalker.script(218) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] string_find
! [LUA] 2 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(903) : str_explode
! [LUA] 3 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(25) : parse_anims
! [LUA] 4 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(388) :
! [LUA] 5 : [C ] section_for_each
! [LUA] 6 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(387) : func_or_userdata
! [LUA] 7 : [Lua] ...stalker/anomaly-1.5.1.2\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 8 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 9 : [Lua] ...anomaly-1.5.1.2\gamedata\scripts\bind_stalker_ext.script(77) : actor_on_first_update
! [LUA] 10 : [Lua] ...ker/anomaly-1.5.1.2\gamedata\scripts\bind_stalker.script(218) :
! [LUA] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script:903: bad argument #1 to 'string_find' (string expected, got nil)
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] string_find
! [LUA] 2 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(903) : str_explode
! [LUA] 3 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(25) : parse_anims
! [LUA] 4 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(388) :
! [LUA] 5 : [C ] section_for_each
! [LUA] 6 : [Lua] ...-1.5.1.2\gamedata\scripts\grok_bo_enhanced_recoil.script(387) : func_or_userdata
! [LUA] 7 : [Lua] ...stalker/anomaly-1.5.1.2\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 8 : [Lua] d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 9 : [Lua] ...anomaly-1.5.1.2\gamedata\scripts\bind_stalker_ext.script(77) : actor_on_first_update
! [LUA] 10 : [Lua] ...ker/anomaly-1.5.1.2\gamedata\scripts\bind_stalker.script(218) :
! [SCRIPT ERROR]: d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script:903: bad argument #1 to 'string_find' (string expected, got nil)
# SAVING: level_weather | cycle: rain - preset: w_rain3 - is_underground: false - weather_storage size: 0
# SAVING: Sleep deprivation | last_sleep: 27
# SAVING: Water deprivation | last_drink: 30
# SAVING: NPC items | number of saved npcs: 0
* Saving spawns...
* Saving objects...
* 24759 objects are successfully saved
* Game FATAL_CTD_SAVE_0.scop is successfully saved to file 'd:/games/stalker/anomaly-1.5.1.2\appdata\savedgames\fatal_ctd_save_0.scop'
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: d:/games/stalker/anomaly-1.5.1.2\gamedata\scripts\_g.script:903: bad argument #1 to 'string_find' (string expected, got nil)
stack trace:
One of sections in recoil ltx file that comes with a mod is written wrong or some dltx mod edits it wrongly,check your mods
Ah, I'll check that then, thank you for replying.
Awesome mod, needed it so much !
Thanks ! :)
Do I disable enhanced recoil effects from vanilla or do I keep that enabled?
Cool mod, installer and playing it with GAMMA. But... I noticed that some rifles, like the Hera, lose the "recoil" item in the stats. Everything else of the mod is working fine. 10/10.
version4 bug
shoot gun, fov change to 120
<string id="ui_mcm_demonized_grok_bo_enhanced_recoil_fov_changer">
fix
<string id="ui_mcm_demonized_grok_bo_enhanced_recoil_fov_power">