Fallout 4
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Akanto10

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Akanto10

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About this mod

Ever wanted to shank a mole rat in the heat of combat, but you couldn't take out your machete fast enough? This mod is for you. Add your weapon of choice to the Mod Configuration Menu, and every time you press your desired key, you use that weapon to quickly melee or shoot. Simple as that.

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 What is Quick Attack? 

It's quite simple. Add your desired weapon to the Mod Configuration Menu, make sure you have it in your inventory, and whenever you press the magic button, you automatically equip that weapon, melee or shoot with it, and switch back to your originally equipped weapon. ALL WITH ONE KEY PRESS! Confused? That's okay, I like GIF's too.




 Compatible weapons: 

  1. BIG, LONG LIST
  2. Any weapon that you can equip!


 Adjusting settings: 

1. Main Settings:

  • Attack weapon - Choose the melee weapon that you want to use when overriding your current weapon's melee attack. You must have this weapon in your inventory in order for the Melee Override to succeed.

  • Add equipped weapon to attack weapons array - Equip the weapon you want to use for a Quick Attack, then press this button. You can then select this new option in the 'Attack weapon' drop-down.

  • Remove weapon from attack weapons array - Remove the desired entry in the attack weapons array. You will no longer be able to select this option in the 'Attack weapon' drop-down.

  • Attack style - Choose the applicable animation set for your desired attack weapon. For melee weapons, you can select 'Melee' for the melee animation or 'Attack' for the normal attack animation. For guns, you can select 'Melee' for the melee animation, 'Single fire' for a single pull of the trigger, or 'Automatic fire' for a sustained pull of the trigger (or rapid trigger pulls in the case of semi-automatic weapons).

  • Quick Attack key - Choose the key you want to press to initiate a Quick Attack attempt. If you set this to the same key as the normal melee/throw key in the base game key bindings, then a Quick Attack will be initiated instead of normal meleeing, which may be desirable but it will also render you unable to throw objects with that key. My suggestion is to bind your preferred melee key to Quick Attack and your preferred normal melee/throw key to a different key so you can have the best of both worlds. I highly recommend separating your regular melee and throw keys with FO4 Hotkeys.

2. Time Settings:

  • Attack weapon equip time - Set the interval of time between removing your original weapon and initiating the Quick Attack. If your Quick Attack is failing, increase this value. If your Quick Attack takes too long to initiate, decrease this value.

  • Attack weapon melee time - Set the length of a melee-style Quick Attack.

  • Attack weapon attack time - Set the length of an attack-style Quick Attack. 

  • Attack weapon single fire time - Set the length of a singe fire-style Quick Attack.

  • Attack weapon automatic fire time - Set the length of an automatic fire-style Quick Attack.

* * * For reference, my starting points for melee weapons categorized as fast, medium, and slow according to the Fallout 4 Wiki are 1.25, 2.00, and 2.25, respectively. For guns, you're on your own depending on how long the firing animation is or how long you want to pull the trigger. You will need to tweak this yourself given how long your desired animation style takes and your personal tastes. * * *

  • Attack weapon failsafe time - Set the maximum time that the script attempts to animate the attack weapon before triggering a failsafe and skipping further animation attempts. Basically, it is a time frame after the equip time expires that cycles the request for the selected animation style. In practice, if you set the 'Attack weapon equip time' too low, so that the Quick Attack is triggered before the equip animation is finished, and this value low enough so that it also expires before the equip animation, then your Quick Attacks will always fail. I suggest keeping this value at 0.5.

  • Original weapon equip time - Adjust the interval of time between forcibly re-equipping the weapon you originally had equipped and permitting another Melee Override initialization. If you want to be able to spam the Melee Override repeatedly without waiting for the weapon you originally had equipped to come into view, decrease this value to taste. If you want to wait until the weapon you originally had equipped completes its equip animation before allowing another Melee Override, which is how many games handle this kind of operation, increase this value to taste.

  • Original weapon regular melee time - Adjust the interval of time between initializing a regular melee on the originally equipped weapon and permitting another Melee Override attempt. If you want to be able to spam Melee Override attempts repeatedly without waiting for the weapon to complete its melee animation, decrease this value to taste. If you want to wait until the weapon completes its melee animation before allowing another Melee Override attempt, which is how many games handle this kind of operation, increase this value to taste.

3. Advanced Settings:

  • Clear attack weapons array - Pressing this button will clear all weapons from the attack weapon array and set up the default, non-removable options. You cannot undo this.

  • Reset settings - Pressing this button will reset all settings except for clearing the attack weapons array.

  • Alternate start fix - Press this button if you use an alternate start mod, but only after you are able to equip and use weapons. I'm pretty sure nothing bad will happen if you disregard this, but I'm not sure and now you've been warned.

  • Debug messages - Enable or disable debug messaging. If something isn't working quite right, try turning this on to see where the script is stopping or conditions are failing.


 Limitations: 

1. The catch to this mod is that Object References cannot be used to identify items in containers, such as the player's inventory. This means that there is no discrimination between weapons of the same base weapon type/Form ID. If you would like to use a particular instance of a weapon for your Quick Attack, make sure it is the only item in your inventory of that base weapon type/Form ID OR make sure it is the first item of its base weapon type/Form ID listed in your inventory BY naming it at a weapon bench OR favoriting it. Additionally, the same goes for your original weapon. Also, this means that if you have multiple weapons with the same base weapon type/Form ID favorited, the script will equip the first that is listed in the inventory OR the one with the lowest favorite slot number; for most people this is not an issue but you should definitely know this. These three aspects will be explained in more detail in a future video.


 Known bugs: 

1. None!


 Bug reporting procedure: 

1. Turn on debugging in the "Advanced Settings" tab of the Quick Attack Mod Configuration Menu.
2. Make note of all the debug message boxes (the ones that require you to select "OK") while attempting to use Quick Attack.
3. Try starting a new game and reproducing the issue, using the above steps.
3. Post the following in the bug report:
a. What stage of the game you were at/had completed when you installed Quick Attack.
b. What stage of the game you were at/had completed when you first experienced the issue.
c. The list, in order, of the debug messages you get while attempting to use Quick Attack.
d. Any other pertinent information such as mod list/load order, any patterns, etc.


 F.A.Q: 

Question 1. Are Fallout 4 Script Extender and Mod Configuration Menu actually necessary to use Quick Attack?

Answer 1. Both F4SE and MCM are absolutely, 420.69% required for Quick Attack to work at all. No exceptions, sorry.

Question 2. Why is this necessary? This is Fallout 4, not Call of Duty!

Answer 2. This actually started out as a fix for me personally, because I love a specific weapon here on the Nexus but the melee animation is bugged. After I found out that a console batch file could not do this, I finally took the time to learn Papyrus. Once I became comfortable with it, I made the decision to make this work for everyone else too, for any of your favorite weapons to shoot, for any of your favorite melee weapons, and fully customizable. Quick Attack is the brainchild of an eyesore bug, my want to learn Papyrus and finally make a novel mod, and my own stubbornness. Take it or leave it!