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For other combat stuffs...
Stay tuned. I'm finishing testing the next mod which introduces my version of close quarters combat, fighting positions, and terrain combat modifiers.
Is there any chance for a checkbox to include turrets?
As such you either find my whimsical tone good enough to be llm slop. In which case: thank you?
Or you find said slightly sarcastic and over dramatic talk annoying or otherwise off putting. In which case: you can play the mod and not need to worry about it as I did no writing in game :)
I play with VSE as well and so it being compatible was a personal requirement :)
"There should be no conflict with any mod that uses existing values in game."
Does that mean that so long as they aren't adding new stats it should work?
For now, a simple explanation is that at range 0-3 accuracy is about the same as vanilla, but at long ranges it stay elevated and very closely tied to the shooter's skill.
Vanilla negatives like target body size and distance have been moved to increasing the aiming time.
The idea is that if you have the tiny enemy all the way across the map in your scope. You should hit if you are a good shot. It may just take longer to get them into your sights!
Controls have been added!
You can now set range bands for weapons.
Note these are automatically multiplied by any mod that changes weapon ranges, not just Extended Ranges!
You can now customize accuracy for any skill level of shooting and set a value to handle shooting skill levels over 20.
Check box has been added to opt out of the cover/sight calculations.
Aiming Time slider is now a value box. If set to 0 it opts out of the aiming time changes.
Targeting someone in 50% cover.
Sight 50%: Cover 84%.
Sight 100%: Cover 50%.
Sight 150%: Cover 38%.
The general gist is thus:
Aiming time is increased based on distance and target size.
Shooting accuracy no longer uses distance or target size, and uses sight to modify cover effectiveness.
Cover Tweak: High sight reduces the effectiveness of cover. Low sight, makes cover more effective.
Thanks @Croctus for the idea!
I turned on 106 VE mods. Found a map bug related to gas. No idea which one caused it, but I have published a fix.
I'll be adding to my list to add in some more support for part efficiency as well!
1. I definitely thought I made the range mod public last night. I corrected this over lunch and it is now available via the collection or searching.
2. Thanks for alerting me to the crash. The bug I quashed last night required a full method rewrite, and I didn't think I changed the bit affecting non-pawns. Turns out I did.
Silly me set a value to false that needed to be true. We should be good to go!
Really weird tbh