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Deus Ex Weapon Scatter

Category - Weapons
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Mod version:1.06
Game version:all
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About This Mod

Deus Ex Spread Mod is a variation of the weapon scatter mechanics from Deus Ex (2000) and Deus Ex: Human Revolution (2011). Gun scatter penalties are reduced to allow bullets to actually hit the target, and character penalties are increased to allow for a fuller immersion in role-playing games.Deus Ex Spread Mod is a modification of the weapons scatter mechanics from Deus Ex (2000) and Deus Ex: Human Revolution (2011). It is a variation of the weapon scatter mechanics from Deus Ex: The Human Revolution (2011), modeled on the weapon scatter mechanics from Deus Ex: The Human Revolution (2011). The penalty for accidentally hitting vanilla FNVs has been reduced, so that bullets do hit where the guns are aimed. However, the extent of the weapon depends on the movement, the state of the limbs, and the (optional) skills of the character, which does not necessarily mean that the weapon is pointed towards the cursor. The goal is to leave the accuracy of the weapon solely to the player, encouraging him to take into account the tactics and environment during the battle.HISTORY VERSION: v1.06b - correction of the error in the system of additional ballistics (sorry, There is no new ballistics system). 06 - Added MCM settings (with built-in preset manager) - Allows fine-tuning of shotgun spread, sight duration and probability of VATS hit - Additional ballistic model allows to use the "bullet drop" effect on all types of weapons (experimental) v1.05: - With the help of ini configuration file, all vanilla + DLC + mod weapons are now initialized when loading the game - Shake effects can be customized by the player v1.04: - This mode now requires the JIP NVSE plugin. Now. v1. 03: - Bullet Scatter restored for shotguns and other rechargeable weapons - Additional handicap to make NPC shoot more randomly - Fixed Mutilation Errors - Reset game settings (hold Ctrl-Space in the PipBoy menu for a few seconds to activate) v1.02: - Execution scripts loosened penalties for hitting all weapons. - v1.01 : - Skill level is now reduced only by half, not removes the limba penalty. Fashion effect: weapon inaccuracy: in vanilla New Vegas all weapons had a minimum penalty for scattering, and the shot vector randomly changed regardless of skill level, regardless of skill level. This mod softens the penalty so that all bullets fly to where they are directed, unless other fines are in effect. Mod uses runtime scripting and therefore affects all weapons used by the player, including those from DLC and Mod. Game modes There are two game modes in Deus Ex Spread that allow you to get different experiences from the game. In Jensen mode, fines are applied to movement accuracy only, and in Denton mode, fines are applied to movement and skills. Choose Jensen mode if you want to enjoy shooting, or Denton mode if you want to enjoy role-playing games. The player's skill The character's weapon skill affects everyone else. Characters with low scores are fully exposed to the new scatter mechanics, but improving these skills will gradually reduce the scatter of weapons. If the player scores 100 points, the scatter is almost completely disabled, resulting in a traditional shooter reaction. Inevitable oscillation: (only in Denton mode) As long as the PC skill is below 100, the player will always experience some oscillation, even without other penalties. Movement: The scatter penalty gradually increases as the player moves and dissipates when the player is immobilized. This process takes a few seconds depending on the skill level. The fine is too high to discourage "run and shoot" tactics, but can be reduced somewhat by walking or squatting. If you want to hit a target, it's better not to move. Injured Arm: When using a two-handed weapon, players receive a significant fine if one of their hands is injured. For a single-handed weapon, the fine is applicable only if both hands are injured. Players are advised to keep the gun as an additional weapon. The penalty is the same regardless of whether one or both of the player's hands are damaged. Iron sights: The oscillations are no longer reduced when using iron sights. This means that discounted shots will be treated in the same way as aiming shots when it comes to scattering mechanics. This is because iron sights already give a bonus to the ability to pinpoint the location of the shot. Squat: Similarly, squat has no advantage in spread. The accuracy of squatting is the same as the accuracy of standing. In other words, if you crouch behind a chest-level cover, stand up, fire a few shots, and then crouch again, there will be no penalty for scattering. Sight Fluctuations: Due to the above conditions, players will almost always experience some hesitation when using optical weapons sights. This means that players with low weapon scores cannot rely on a ratsnake to aim easily. The time to enter and exit the sight also increases with skill. AI: AI typically operates under the same conditions as the player, so opponents with high weapon scores can fire multiple complex shots in this mode. Snipers are deadly, and if you use a mod that increases damage, like mine, they can kill you in one or two shots, like in Deus Ex. Blocking: Players who find the hit accuracy of an NPC to be too high can apply a block. This randomizes the shooting vector of all weapons, but gives a bonus to the player who blocks it. The stronger the block, the greater the spread of arc vectors and the less lethal the AI will be at the distance.BALLISTICS: In the (experimental) Deus Ex Spread Mode mode, it is possible to include vanilla scripted ballistic models, with "bullet drop" applied to all firearms in the game, whether DLC or mod. This applies to most weapons that use the Weapon skill. It works by adjusting the speed and gravity of the projectile depending on the characteristics of the firearm using the projectile; in MCM, three values can be set that affect the trajectory of the projectile: 'Min 'Velocity', 'Max 'Velocity' and 'Gravity' Min 'Projectile velocity' determines how quickly a low-powered firearm ejects bullets, Max 'projectile velocity' affects a high-powered and long-range firearm; Gravity determines how quickly bullets are drawn into the ground. High speed and low gravity will cause the projectile to fly relatively straight, while low speed and high gravity will cause it to fly a more curved trajectory. This system is experimental and should be used at your own risk; adding physics to each pool in New Vegas can be CPU intensive. Setting extreme property values may also have unexpected results. Known exceptions: - Weapons modifications that affect their dispersal now only affect the accuracy of VATS. Technically, the fix still works, but it does not have a significant impact on the battle in real time, as it reduces the dispersion of weapons to almost zero. Characteristics, perks and consumables that affect the stagger work normally. - Extremely strong oscillation can occur during loading the game. It is not known what caused this, but for some reason New Vegas seems to want to apply all the penalties at this point. This jitter is resolved normally, so it should not be a problem unless it occurs when loading save during battle. - When changing the type of ammunition, the mode adjusts the weapon spread depending on whether the ammunition has more than one bullet; the mode adjusts all weapons of this type based on the type of PC ammunition, i.e. all NPCs will have the same effect. If you are using a bullet shotgun, all NPCs using the same type of shotgun will consider the spread as if they were using bullets, even if they are firing a canister.

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Game Version *

all (DX Spread v1-06b-55739-1-06b-1616095873.zip)