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B42 Recoil - ESPless Mod

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B42 Recoil - ESPless mod for Fallout: New Vegas
Latest13 May 2026
Uploaded12 May 2026
Version0.5
298.64 KB
Total Files Sizes
0
Unique DLs
0
Total DLs
1
Total Files

B42 Recoil

File Size298.64 KB
Game Image for Fallout: New Vegas
1
Gameplay
Gunplay





This mod adds a modern recoil implementation that

primarily focuses on gunplay feel by prioritizing

user experience & being a fun challenge to master






Have you ever wanted a recoil in New Vegas that feels good?

Or a recoil actually fun to play with, and not just making you

fight it? Or, perhaps, natural enough so you stop noticing it?


Sounds contradictory, I know. How can we have a good recoil

we stop noticing, right? And yet, here we are. Because this is

exactly that kind of a recoil. At least that's what my friends

told me, they wouldn't lie, r-right?


This mod is an expansive, weapon-centric, and pattern-based

recoil system, that leans primarily into smooth experience and

has everything you'd ever want in recoil, not just as a player

but also as a content creator. Pattern-based nature of the mod

means you can make your weapons feel exactly the way you want,

unique and special, by giving you full control over recoil.


Made with compatibility in mind, this mod utilizes multiple

fallback systems and advanced recoil autogeneration base layer

that is more than enough to cover all weapons by default.




ESPless/Scriptrunner, because it's very fun & challenging!

Separated recoil: base, random hor/ver dispersion & noise.

Advanced auto-generation that adds recoil to all firearms.

In other words - you don't need any patches/tweaks at all!

It works out of the box, and it was scrupulously tested by

multiple gunfeel freaks like CovenantTurtle and Hitman.

Pattern-based system*. Every single gun can have a pattern

that controls the recoil per shot. Can draw d!**s with it.

* Mod doesn't come with patterns, it's a feature primarily

aimed at mod authors.

Pretty looking and very easy to use UI to create patterns.

Per-Caliber ini-based recoil for people interested in this

kind of a system. Only for guns that do not have patterns,

to preserve unique feel those aim to deliver.

Per-ammo ini-based mults! Want some ammo type kick harder,

but keep the pattern? Or autogen recoil? Or, maybe, you're

using a Caliber-based recoil for base ammo, and want other

types of that Caliber get more / less punch without having

to add/tweak each ammo as a Caliber? This solves it!

Well-tuned motion curves that deliver natural recoil feel.

Sophisticated recovery/return system, created specifically

to be an extension of a recoil, without aiming impairment,

by introducing smart retargeting, and post-recoil impulse.

True to RPG system of the game - all skills matter just as

much as weapons stats. From SPECIAL to perks and limbs HP,

it's all taken into account when calculating recoil.

First Shot Multiplier, so when you fire the gun - it kicks

harder. Stats & SPECIALs based. To simulate lack of recoil

anticipation.

Framerate, time, and pixel perfect. Definitely the hardest

feature to implement because game fought me at every step,

even some mods did. But my autism was stronger.

Extra visual feedback: light touch of radial blur and dual

vision. Just enough for your brain to register it, but not

strong enough for you to notice it, unless you look for it

deliberately.

All features are extremely customizable via a config file.


Compact, as much as possible, list of what impacts recoil:

Weapon stats: damage, weight, spread, attachments

Attachments: damage, weight, in some cases spread

Weapon skills & stats requirements

Ammo: weapon condition damage stat.

Perks affecting skills & stats requirements

Steady perk standalone. Configurable

Hands health. Configurable

Aiming. Configurable

Crouching. Configurable

Wearing Power Armor. Configurable

Pattern ini, if found. Overrides weap stats

Caliber ini, if found. Overrides weap & ammo stats

Ammo mult ini, if found. Overrides ammo stats




For users: just install and play. Check Config\B42Recoil\Settings.ini file,

if you want to tweak things to your liking.

If there are weapons you wish to not have recoil (some energy weapons, eh?)

you can easily add them into the blacklist. Just create weapon EditorID ini

file (empty) inside Config\B42Recoil\Blacklist folder, and that's it.


For mod authors and advanced users:




For mod authors and advanced users:


You can create your own recoil pattern for any weapon. As a matter of fact,

whole mod was built around this specific idea - to make every single weapon

feel special by creating unique patterns for them.


Controls:

● To open the pattern editor menu, press Home + Enter

● To create new point on the pattern, double-click anywhere on the field

● To delete any point, right-click on it

● To move the point around, hold it with Left Mouse Button and drag

● To make point snap while dragging, hold Spacebar

● To zoom in and out, use mouse wheel

● To move field around - drag it with Left Mouse Button

● The rest (saving, sliders, etc) is self-explanatory


Target field is true to in-game world at 10 meters distance. All values for

points are given in degrees and reflect base recoil before it's modified by

by skills, stats, etc. Each cell on the grid is exactly 1 by 1 degree.


Keep in mind when you save a pattern - only way to remove it is to manually

delete it, I can't do it via scripts at all.

Patterns are located inside Config\B42Recoil\Guns folder.



Calibers:

This is an alternative for those who want a powder-based "realistic" recoil

Calibers are a general solution, where each ammo has a set recoil strength.

Creating a caliber for the default ammo (first in ammo formlist), will make

other ammo types in that list inherit its recoil strength.


To add caliber, create an ini file with the ammo EditorID as a name, inside

Config\B42Recoil\Calibers folder. Inside the ini file, add these two lines:

[0]

0=Your_Recoil_Strength_In_Degrees


You can create as many caliber files as you like.


Ammo multipliers:

Unlike Calibers, ammo multipliers' job is to adjust already existing recoil

regardless if it's autogenerated or comes from a pattern. But not calibers,

since they take priority over mults. Wouldn't make sense if they didn't.


Creation process is the same as for caliber, but file goes into a different

folder Config\B42Recoil\AmmoMultipliers. And value used isn't strength, but

a multiplier (where 1 is default with no change)


Mixed Calibers x Ammo Multipliers use:

You can save yourself some time by creating calibers only for default/first

in formlist ammo types, and multiplier files for the rest. That way you can

quickly iterate & test your changes one ammo per formlist, instead of every

single ammo in that formlist as a caliber. Quick example:

You create multipliers for any ammo types in AmmoList556mm formlist any way

you see fit. Then, you create a caliber for default/1st in list: Ammo556mm.

And you tweak only that caliber, getting consistent results for all ammo in

that list







Voidwalker, for fancy formulas that made this mod stand out!

Jazzisparis, Hitman47101, Demorome, CovenantTurtle, Kormakur

And everyone who keeps my sanity intact in these awful times



Bethesda, for the engine

Obsidian, for New Vegas


Armed Forces of Ukraine. For keeping me alive, and safe!


Слава Україні!


Instructions

Install all required mods first, then this one. Or the mod will not work.

Install it with mod manager or manually by copying files into data folder

Uninstallation: do the same with mod manager (or manually) but in reverse

Requirements

Optional Requirements

Permissions and credits

  • Do all the assets in this mod belong to you and/or do you have permission to redistribute these assets?

    Yes

  • Do you allow others to upload fixes, compatibility patches or updates for your mods as a separate mod page?

    No, contact me and I will fork your update into the main mod

  • Do you allow others to upload edits to your mods as a separate mod page?

    Only if you contact me to ask permission first

  • Do you allow others to use assets in your mods in their own mod pages with credit?

    Only if you contact me to ask for permission first

  • Do you allow translations for your mod?

    Only if you contact me to ask permission first

  • If you consented to derivative works (updates, translations, assets being in another mod), can they be made through the use of AI?

    No. I do not allow any derivative work of mine to use Generative AI in any way

B42 Recoil

Type: Main
Date uploaded12 May 2026
File Size298.64 KB
Unique DLs0
Total DLs0
Version0.5

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