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I don't know what effect the engine's autoaim has on this though. Similarly, you should still be able to hit if your aim is off but the shot happens to travel along a path that still contacts the target. Obviously, you need to be aiming at the target, but even if on-target you can still miss if the shot happens to travel along the outer area of that cone and over the target's shoulder. go into determining the size of that cone. My understanding is that weapon skill, along with weapon condition, moving vs. The spread is basically like a cone projected out from your weapon with each pull of the trigger, the projectile will travel outward somewhere in that cone. I know that weapon skill is a major factor in how the game determines your accuracy/spread. To be honest, I don't know exactly how the engine determines whether or not you hit, but I don't think it's a straight up skill check. The GECK wiki has articles on many of Fallout 3 engine's various calculations, including how weapon accuracy is determined. Note that, at least with RogueHallow's Iron Sights mod, the vanilla weapon models are replaced with slightly modified ones that work well when aiming.
Fallout 3 nexus iron sights mods#
If you aren't using mods that add any additional weapons, I think you'll be just fine.
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*Edit* Another question: When you fire a weapon in normal (non-VATS) mode, is there a skill check that determines whether or not you hit the target, or is it simply the aim of the player? I don't plan on using any mods that actually add items to the game.
Fallout 3 nexus iron sights mod#
So you're basically saying it doesn't work well with mod weapons right? Shifting around rotating parts, bolts and revolver cylinders, is going to be your biggest problem (at least, it is for me.) It usually just takes a little time and a lot of Alt+Tabbing to get a weapon lined up properly. I do most of it in Nifskope and a little in Blender. Most of your work, however, will probably be just repositioning the weapon. From people I've talked to here on the forums, you can use altered animations to help fix some weapons. The second problem, sights not lining up properly, is not as easy to fix, though. The fix is to uncheck "Don't use 1st person IS animations" in the GECK. My only experience is with RogueHallow's Iron Sights mod, but do you mean some weapons only go into iron sights positioning while firing? If so, that's a common problem I've seen with weapons added by mods. The first problem also occurs with many custom weapons, and the second can only be fixed by just using a whole different set of aiming animations. Problem is, certain weapons (assault rifles mostly) are set up so they automatically go to ironsights while firing, and if you use a model with different sights it doesn't line up properly anymore.