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Fallout 4 mods/Better Artillery Signal Flares
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===Issues=== The "invisible wall" bug happened because the flares were on a timed fuse, and after a short delay (0.8s), they would explode silently (you could usually see a small muzzle flash effect when this happened) and a "movable static" copy of the flare (a placeholder for a script) was put in its place. This movable static would simply drop vertically to the ground as if it hit an "invisible wall". Increasing the fuse duration a little is not a full solution to this problem because the fuse can still expire while the flare is in flight if it is thrown at a very steep angle into the air. Furthermore, increasing the duration of the fuse means it will take longer for the artillery to fire. The "perfect" solution was to completely disable the Alt Trigger flag (timed fuse) so that the flare only "explodes" on collision; add a proper collision layer; and set the fuse duration to a very high number like 999. This last change is necessary because, even if the fuse timer is disabled, this value still affects the calculation of the throwing range (another bug!), and low values like 0.8 cause the throwing trajectory seen using "Demolition Expert 3" Perk to be abnormally short. There is a vanilla glitch in the "lobbing" type of projectiles (e.g. flares), whereby throwing a flare at a car will cause the car to move several feet as if it were hit with a huge force, even when the force of the projectile (flare) is set to zero. This seems to happen only with throwing weapons and not other types like missiles, bullets (beams) or arrows. Unfortunately I haven't found a practical solution for this particular vanilla bug.
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