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tinmage

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tinmage

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22 comments

  1. DocYagami
    DocYagami
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    This is a very helpful mod (I don't use sprint, I find it annoying) for convenience reasons regarding picking up portables, I loved it. However, there's one giant glaring issue that I've noticed and finding solutions regarding the things it effects are nigh impossible. This mod, sadly, effects the FWE workbench options, completely reverts it to vanilla options, as well, not even able to craft all the vanilla schematics. After deleting and reinstalling many other of my mods thinking they were the issue, I discovered it was in fact this mod, as it also caused another issue I could not find help on a few weeks ago regarding FWE alt. start and allocating SPECIAL points...it completely negates it, and won't let you leave the shack.

    I've found this mod to be incredibly useful, and super helpful, and if there was some fix for these major, gamebreaking conflicts, I would completely endorse it and use it again, but unfortunately it interferes with major key features of FWE, which is something that can't be ignored. I'm not trying to bash the mod, but posting so that others who may be experiencing the same issues as me and can't find a solution who use this mod, may be able to google this fix a lot faster....as it took me FOREVER to figure it out haha. Thanks for the great mod, I really do hope it can be fixed, especially considering the announcement of FO4 people are going to be heading back to the FO3 wastelands once again.
    1. homo1145141919810
      homo1145141919810
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      Thanks for posting this. Saved me some trouble.
      Here is a solution, remove "NewWorkbenchScript" from this mod.
  2. SaoMan64
    SaoMan64
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    Yes. This mod is great but it doesn't even fix the main issue I have had with FWE and a controller. Two reasons actualy come to think of it. The first is that FWE introduces sprinting, and it introduces new menus that can't be accessed for some reason with this mod activated. This is critical in the FWE Redux character creation thing. Won't let you progress with that. The other major thing is the bedroll. You have to pick it up and activate it at the same time to pick it back up from off the ground. When I try to pick it up (R stick pushed down) on the controller, and activate at the same time nothing will happen, (except it will activate the sleep menu)
  3. 360chambers
    360chambers
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    For some odd reason when I enable this mod, I cant complete the personality test for the Alt . Start. I'll do more testing to confirm this
    1. 360chambers
      360chambers
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      Ok I come to find out that this mod works fine, but it stops a lot off features for FWE. I couldnt modify or create anything at the work bench with this on, I could use the control panel for FWE to adjust settings and much more. Use at your own risk
  4. Thicketford
    Thicketford
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    The mod seems to work, but it appears to be 'breaking' FOSE. I receive a note that tells me that FOSE isn't running.
  5. RockLobster86
    RockLobster86
    • BANNED
    • 0 kudos
    If this really works... THANK YOU!
  6. Echelon
    Echelon
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    Dear author of this mod:

    I love you... no homo

    was currently using xpadder for my 360 gamepad to emulate keyboard keys - combine this with xpadder and you basically have everything you need?

    The things you havent yet configured/enabled, is doable with xpadder...thanks.
  7. PickleJar
    PickleJar
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    Didn't they just add the toggle to use up Jet when in Bullet Time in the 5.03 or 5.04 release?

    Anyway, could you make Bullet Time the effect of Jet, and leave it relegated to the Aid tab? No fumbling with items like with the current sprinting, and really increases the usefulness of the vanilla Jet. Dunno what Ultrajet would do, though.
  8. legendaryred
    legendaryred
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    Keep working on it, im looking forward to the bullet time since its what i use the most
  9. tinmage
    tinmage
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    • 4 kudos
    To clarify, the < ToggleSprint > item itself can be assigned to an inventory hotkey with [RB] in the Pip-Boy, like a weapon, armor, or chem. When it is equipped, it toggles continuous sprinting during any movement.
  10. tinmage
    tinmage
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    Latest version, 0.1.3, adds a new item to your armor list called <Toggle Sprint> that can be assigned to a hotkey to toggle whether or not the sprint key is held down.

    Now, there are a number of potential difficulties with this, I know. If someone has any better ideas, I'm definitely easy to work with.

    First of all, having a hotkey to toggle sprint is not ideal from a control perspective. The hotkey menu uses the left thumb, just like the movement stick. So, you either have to reach over with your right thumb, or you toggle, then move, then toggle again. Unfortunately, I couldn't find a good way to hack into the controller buttons. If anoyne knows how to do this, I'll be glad for the advice.

    Second, a non-quest item can be dropped, and that's bad. But, it has to be a non-quest item to be able to be assigned to a hotkey. So, what I did is have it auto-add another one to your inventory if you ever drop it. And if you pick it back up again, it auto-combines in your inventory so you never carry more than one. Yes, this is very hacky, but it does the job.

    If I don't get any better suggestions for how to do the sprint, I'll go ahead and set up something like this for bullet time too. It shouldn't take too long, but I'll wait to hear some feedback before I get on it.

    After all, if nobody likes the new sprint thing, then they probably wouldn't like a bullet time thing that works the same way.