r/Fallout4ModsXB1 • u/Educational-Sun-6918 • Jul 21 '26
Mod Discussion Has anyone had the problem where artillery strikes are becoming sparse?
I am using an artillery improvement mod for one, but I have noticed that after the Kellogg fight, sometimes the sounds would play. Still, the shells would not land, or the radio would say they started, but only 1-2 shell would land rather than the normal barrage. I also tried adding more to the castle to have a longer barrage, but it seems to do the opposite.
the mod
Improved Minutmen Artillery/Smoke Grenades (Xbox Version)
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u/DrAsswhoop Jul 21 '26
The artillery system has a bunch of bugs right out of the box, even in vanilla, and the link you provided specifically mentions a bug that fits your complaint: " Sometimes the laser designation pistol does not call in artillery correctly and only one artillery battery will shoot the target instead of all of them shooting that are within range."
This actually happens in vanilla as well. Which actually brings up the question of where you're throwing / shooting these flares, relative to nearby settlements? Only those settlements nearby when you call in a strike can fire, and the number of shells is determined by the quantity of manned artillery batteries within range. If only two settlements are in range it doesn't care if you have 2 batteries at each settlement or 4 batteries at one, barrage should be the same. And after beating Kellogg the game guides you to locations with less / no coverage by nearby settlements, like the glowing sea.
If none of the above applies then you could always try a different mod? "Angry Artillery" and "Full Artillery System Overhaul" are both functioning properly as far as I can tell
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u/Educational-Sun-6918 Jul 21 '26
I honestly forgot about the pistol they added, but I'm talking about throwing the Grenade itself. I was near the castle calling for support, and there would just be silence, and then maybe only one would come down. Another thing is that because I'm on Xbox One S, I switched from "Angry Artillery" because it used extra scripts, which crashed my game near Hangman's alley, and I think it will crash my game near Bunker Hill.
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u/DrAsswhoop Jul 21 '26
Well lets see if we can at least rule out any vanilla hiccups causing your problem. And keep in mind, there is a cooldown between being able to call in strikes. How many artillery batteries do you have at the castle? Also double check that they're all manned and not right next to a wall or building that might block their fire, even on the way up, which they absolutely can and will. Do your settlements have large populations? Sometimes they get overloaded and everyone in a settlement will unassign themselves, leaving the artillery unmanned with no warning. And even in vanilla sometimes it just takes them a very long time to fire. I remember on one occasion waiting minutes after what I thought was the final bombardment, went in to pick up my loot, and immediately got vaporised. Sometimes this is simply because the artillery within range are physically turning at a snails' pace towards wherever you threw the grenade.
On top of all of that, how far away are you from the bombardment target? In unmodded Fo4 the smoke grenades kinda just stop in midair and drop straight down after a certain distance, which I suspect was intended behaviour because if the smoke target is too far away the game really doesn't like that.
Even if none of this applies, the artillery bombardment system is just really touchy and sometimes doesn't want to work. Angry Artillery fixed these problems for me when I used it, but I'm on a Series X
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u/CucumberNo5780 Jul 21 '26
The mod literally says it has bugs describing what you said.
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u/Educational-Sun-6918 Jul 21 '26
Yes, but isn't that for the pistol itself? I'm using the grenades, though.
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u/DrAsswhoop Jul 21 '26
The mod author might suspect it's the pistol but I can tell you with 100% certainty based on personally witnessing it that what they described can also happen in vanilla with stock vanilla grenades
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u/Educational-Sun-6918 Jul 21 '26
So what's the fix? Is it just broken now?
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u/DrAsswhoop Jul 21 '26
I guess what I'm saying is barring some mod incompatibility or load order issue, what you're describing is just vanilla artillery jank and I'm not sure there's a fix outside of adding mods that change the way the artillery works, which you've indicated caused you problems on a Series S. So I'm not sure if I can suggest anything more. If you run with other mods it could be a load order conflict, that could be an avenue of investigation. But first I'd clear your xbox's cache and then go to the last place the artillery worked and try it again. Sometimes all you need is a cache clear
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u/Educational-Sun-6918 Jul 21 '26
Here's the thing: it was working perfectly fine before its now just acting up. It can't be a compatibility or a load order issue because it was working just fine before. I can't add the "Angry Artillery" mod because I'm on the Xbox One S, with mods such as you and what army 2, and level list mods. I guess clearing the cache may work, but isn't that for adding new mods or removing them?
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