Artillery Commander (updated)
Artillery's script has been completely rewritten and improved. With the MCM you can configure every conceivable artillery capability. Additionally, a HUD has been added for added convenience.
Screenshots 2 screenshots
About this mod Machine translation
Artillery's script has been completely rewritten and improved. With the MCM you can configure every conceivable artillery capability. Additionally, a HUD has been added for added convenience.
Prefix:
Address Library for F4SE Plugins:
Fallout 4 Script Extender (F4SE):
Original address:
Chinese address:
Updated on December 21, 2025:
Added AE support:
Mods are now available in the AE version. Additionally, the HUD is available in the NG version.
Old generation or next generation users please use the standard version.
Users of AE or the latest version, please use the AE version.
Updated on December 29th:
Version 3.1.1:
Added option to remove Artillery Prerequisites in the Artillery Control Settings tab of MCM. Clicking this button and closing the MCM will trigger a message window that, if accepted, will allow you to use the cannon without completing the Old Guns mission.
December 26 update version 3.1: Artillery signal lasers and custom artillery signal units have been added to the supply terminal. This weapon fires a straight laser to guide the bombardment, flashing a red dot at the target location for a brief period.
The packaged main file and the next-generation version compatible patch have been uploaded together, and you can choose to install them according to your needs.
This mod adds a completely new artillery system that operates independently of the vanilla artillery, the scripts and various elements used in the mod have been completely rewritten to provide an artillery system that addresses the issues found in the vanilla. The MCM menu provided allows you to modify most aspects you can think of, including blast damage, number of shots per gun, range, and dispersion mode. Additionally, a HUD has been added to display the gun's reload time, and if desired, you can enable an option in the MCM to purchase and reload artillery shells for use during the bombardment. In this case, the HUD will also display the inventory of loaded shells.
NOTE: This mod is fully compatible with the 155mm Howitzer M1, as the 155mm Howitzer M1 has impressive looks and great barrel recoil animation, but does not change the actual shooting mechanics.
**This mod has some performance limitations for next-gen users. Next-gen users must install the compatibility patch (optional file) and place it below the main file. In this case, explosion power and ammo price cannot be adjusted, and HUD functionality will be unavailable. **
I (the original author dnfrealtec, the same below) will explain the details of the Mod one by one.
How are the guns in this mod different from the original?
First, the calculation of the number of shellings was changed. In the original version, the number of shells was based on a strange method that depended on the number of shells in the three settlements closest to the player. From now on, all cannons within range can fire, and you can also set how many rounds each cannon will fire.
Additionally, you can choose from five different shooting methods. The gunfire shown in the video is from the "TOT Fire" method. In addition, the element that rotates the gun before firing has been removed, significantly reducing the time it takes for the gun to start firing after a request.
In the original version, the blast of distant guns was heard from the point of impact rather than from the position of the artillery piece itself. This has been fixed and the sound of distant artillery fire can now be heard from where the shells were flying. If you listen carefully to the sounds in the video, you'll notice that the shots are coming from all directions.
Additionally, the integration between the Militia radio and the artillery was removed, as the artillery firing start time was reduced. However, to prevent it from feeling too quiet, I added the Minutemen operator's default English voice lines during each stage of the bombardment to ensure it didn't break the immersion. Of course, if you don't want to hear them, yo …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.