Modder HugeBoomer has kindly sent to me two key mapping files - one for the Xbox 360 controller and one for keyboard controls for use with the Fallout 4 Script Extender. They let you replace the VATS button with bullet-time, something that's been requested quite a bit here in the comments.
A mapping kindly provided by Fouracres will let you replace the Automove key ("X" key by default) with bullet-time.
Do note that F4SE is only active if you launch Fallout 4 through f4se_loader.exe.
I've uploaded these files in the Files section of the mod. Unfortunately I don't have any gamepads so I've been unable to test the keymaps, but they should be in order. Enjoy!
1.2: - Bullet Time can now be crafted at the Chemistry station, under Utility in case you lose the activator. - Higher AP costs added (60 AP/s - 100 AP/s) - Very Slow - 10% added.
1.1: - Recompiled with the Creation Kit. - Fixed bullet time causing thirst in Survival mode. - Fixed config item being given before the player has a Pip-Boy when starting a new game. (1.1a) - Compatibility with alternate start mods. (1.1b)
For those upgrading from 1.0, please completely uninstall 1.0 and make a clean save without the mod before upgrading. Please make sure that there are no loose files left behind.
Didn't receive / lost the Bullet Time activator? Check out the articles tab for: FAQs / Troubleshooting
I don’t know why but this mod just stopped working.
It worked fine on the in-progress save I first installed it on, but on new game start - no MCM, no aid items, and even though the aid items appear in the console when using the help command - they won’t appear in my inventory after using the player.additem command.
Have not updated the game, and haven’t even changed my mod list from the save it initially worked on to this new one.
The game may have updated automatically unless you have "only update on launch", pretty much every mod is broken and will be for a long time. This mod was last updated in 2017, so it most likely will never be fixed
Please help this mod works but when i activate bullet time my player character slows down too even my mouse sensitivity drop to the same speed so my aiming is super slow and i cant do anything, is this how it's meant to be? I've watched video where people have used this mod, and they can turn and aim at normal speeds {fixed}
Bethesda updated the game recently, pretty much every mod is broken and will be for a long time. This mod was last updated in 2017, so it most likely will never be fixed
The mod itself is working fine here, but i can't make it work with the LB (Controller VATS) button. I did everything right, but he didn't replace the VATS as he should. Anyone can help me with this one?
i think there is a bug keybind bug from the original fallout4. for me, on keyboard sometimes when I replace a keybind, I have to bind it to another keybind twice otherwise they will just duplicate the keybind. try to rebind it twice and see if it works.
Works for me with xbox one gamepad. I use MO2 Download Bullet Time + xbox 360 mapping Console "ù" type cqf slowtimequest giveitems You will get 2 news shortcuts in AID Put bullet time activator in favorites (max left position)
Can someone tell me how to change keybind manually? With mcm being outdated after recent Bethesda bullshit and all... I'm so used to this mod that regular VATS feels awful and can't play without it :(
I have an issue where if I activate bullet time then the sounds still sound slowed and distorted(e.g. the character voices still sound deeper and distorted) ,I've used this mod for a while and the bug just started appearing out of nowhere,I have tried reinstalling the mod but it doesn't work ,I don't know how to fix it.The effect only goes away when I restart the game but once I activate and deactivate bullet time then the effect returns.
1563 comments
A mapping kindly provided by Fouracres will let you replace the Automove key ("X" key by default) with bullet-time.
Do note that F4SE is only active if you launch Fallout 4 through f4se_loader.exe.
I've uploaded these files in the Files section of the mod. Unfortunately I don't have any gamepads so I've been unable to test the keymaps, but they should be in order. Enjoy!
1.3:
- Full MCM support!
1.2:
- Bullet Time can now be crafted at the Chemistry station, under Utility in case you lose the activator.
- Higher AP costs added (60 AP/s - 100 AP/s)
- Very Slow - 10% added.
1.1:
- Recompiled with the Creation Kit.
- Fixed bullet time causing thirst in Survival mode.
- Fixed config item being given before the player has a Pip-Boy when starting a new game. (1.1a)
- Compatibility with alternate start mods. (1.1b)
For those upgrading from 1.0, please completely uninstall 1.0 and make a clean save without the mod before upgrading. Please make sure that there are no loose files left behind.
Didn't receive / lost the Bullet Time activator?
Check out the articles tab for:
FAQs / Troubleshooting
It worked fine on the in-progress save I first installed it on, but on new game start - no MCM, no aid items, and even though the aid items appear in the console when using the help command - they won’t appear in my inventory after using the player.additem command.
Have not updated the game, and haven’t even changed my mod list from the save it initially worked on to this new one.
However the "sound effect" ON/OFF doesn't work. I always have the activation noise.
I tried installing, reinstalling, load order, nothing is working.
Any solution to remove the sound effect ?
Download Bullet Time + xbox 360 mapping
Console "ù" type cqf slowtimequest giveitems
You will get 2 news shortcuts in AID
Put bullet time activator in favorites (max left position)