Fallout 4

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  1. registrator2000
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    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!
  2. registrator2000
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    Changelog:

    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
  3. woffart
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    Found out I can't use it in the glowing sea or else it has a time limit from then on. Idk why, but it happens.
  4. cjrx129
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    There is any way to activate the bullet time, only when i'm aiming? 

    ps: the MCM has a beta version, who are kinda of working on the new-gen
    1. schitzoflink
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      Do you mean R2K is working on a new stand alone or adding something like this to MCM?

      edit: I read it again and you probably mean they are adding an MCM for this right?
  5. hornmaster
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    Must be using Steam.
    This is how I got the mod to play nice with my Xbox controller. I'm on Bethesda's latest patch. I downloaded this mod 1.3 V. Then I went to one of this authors other mods called FO4 Hotkeys, downloading, option one full version V 1.2. I could not get my system to acknowledge a hot key without that mod. You must have Mod Configuration Menu as well. You then need to open up Steam. Go down to your Fallout 4 library tab and click on it. Once you see Nora's exceptional derriere look to where her gun is pointing. About there, is a controller icon. Click on it. You need to add in a command to whichever controller button you desire. I chose the VATS left bumper button. I then chose to use a long press (it's not used in vanilla), one that binds to the letter P. You may choose a different letter or a different controller button. Start your game and go to MCM. Scroll down to Bullet Time and bind the key that you want Bullet Time to use. Then you can uninstall Hot Keys. The binding will remain but you won't be able to change the key again unless you reinstall Hot Keys. Now you can have access to both bullet time and VATS on the same bumper! It's not the most refined feeling experience but it works.
  6. dormirnoir
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    i tried to uninstall and delete from my mod manager. started fresh game and bullet time is still active.
    Not to disrespect your work, but its just not for me and want my VATS back.
  7. albergc96
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    How can I use this mod with a gamepad? Through the Mod Configuration Menu, I can select a keyboard key to use bullet time, but not a button on the gamepad.
  8. Ubasnoz
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    I just started using this mod and it feels great. However it seems a little powerful. I'm not sure if there is a setting I'm missing or something but I can still activate bullet time with next to no AP. Granted, it doesn't last nearly as long as it does with full AP. As long as I have a sliver of AP left though, I can still activate it.

    Shouldn't there be a maximum AP that you need to be able to re-enter Bullet Time? As it stands currently, I can just wait for my AP to regen to like 10-20 points and use it again. After AP is fully drained you get 5 full seconds of use before bullet time stops. Shouldn't bullet time stop immediatley once AP gets to 0? Why does it linger for a few seconds after?

    That few seconds it gives is plenty of time to peek and line up a headshot or even multiple if you're careful enough. And being able to essentially spam the activation button means you can link together those 5 extra seconds to have esentially unlimiated bullet time. I understand this mod isn't really worked on anymore but is this a setting I'm missing or just how the mod is built to work?
  9. pressure68
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    I’ve been using this mod for 7 years now, and came here to check on NG compatibility. Based on previous comments, it seems there are issues, and losing this mod is a dealbreaker. Based on that and everything else I’ve read about the update, I think I will be passing even when GOG makes it available. 
  10. FenrirIII
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    1.10.163 - CTD when the game is loading the main menu. It must be a conflict with another mod, but no indication of which mod it is conflicting with.
  11. Guizmoo
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    Thanks for the mod.

    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 ? 
    1. ImmortalRD
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      That's a part of the core Bethesda SlowTime mechanics (used for Jet and other chems). Nothing can be done about that.
    2. Guizmoo
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      Why is there a no sound effect option for the mod then ?
  12. Fear2288
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    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. 
    1. ASheepWithSpirit
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      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
    2. ImmortalRD
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      There was an update on Monday. Also, I don't know if it's relevant to you, but I have noticed that if you run any quickstart mods for new games, it won't give you the item naturally, and you'll have to add it via console commands. Also, MCM just recently got updated within the last couple of days, so don't forget to check your mod updates.