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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Animations
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 1
Watching: N/A
Opened By Lone_Wolf on Jan 31, 2020 11:10 am
Last Edited By BlackPete on Jan 31, 2020 12:27 pm
Closed By Arthmoor on Jul 5, 2022 9:28 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.4.

Issue #28537: Invisible wall cause Artillery Smoke Grenades to fall down straight after short distance

 
So if you throw regular Grenade you can see it following a clean throwing arc. However, Artillery Smoke Grenades throw at the same angle only travel a short distance before falling straight down to the ground.

Attached save file is during the "Old Guns Quest" you can throw a regular grenade at the building, then use the same angle and throw a "Artillery Smoke Grenades" to see the issue.

The mod listed below does address this unfortunately the mod author include some additional enhancements outside the scope of this project. However, he does give a very good description of the issue and solution to the "invisible wall".

Better Artillery Signal Flares - invisible wall bugfix and more
https://www.nexusmods.com/fallout4/mods/11203?tab=description

Also, "Artillery Smoke Grenades" aren't this actually "Artillery Smoke Flares"?



Attached Files:

smoke_flare_invisible_wall.fos

Related Issues: 31623  31625  

Comments

3 comment(s) [Closed]
Lone_Wolf said:
 
Attached new save that should be compatible with the test system.
Where my character is standing you should be able to hit the test building with a regular Grenade or Molatov. However, the smoke Grenade will seemingly hit a wall and just fall straight down to the ground.



Attached Files:

castle_artilary_test.fos

VaultDuke said:
 
I think I found the culprit here:
In ArtillerySmokeFlareProjectile "Smoke Flare" [PROJ:000A1337] the 'Explosion - Alt. Trigger - Timer' parameter is set to 0.8.

This results in the smoke grenade "exploding" after 0.8 seconds. This spawns in a smoking grenade ground object, which loses all/does not have any velocity and falls straight to the ground.

Other grenades have an 'Explosion - Alt. Trigger - Timer' parameter of 2.5. Though 2 things should be noted: Even with this timer, you can have them explode mid-air, if thown high/far enough. And this behavior is intended with the 'real' grenades. The engine spawns the explosion mesh in the air and all looks well and awesome.

So what that means is: For the smoke grenade, I would suggest raising the timer to 2.5, or maybe even 5 seconds (considering how long you have to wait for the artillery shot, it doesn't really make them any worse :lmao: )
For reference: The vertibird Signal grenade BoSVertibirdGrenadeProjectile "Smoke Flare" [PROJ:00056918] has a timer of 2.5, too

Related Issue, because it affects the same projectile:
https://afktrack.afkmods.com/index.php?a=issues&i=31623

Comment #2 Sep 28, 2021 12:00 pm  Edited by VaultDuke on Sep 28, 2021 12:03 pm
VaultDuke said:
 
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