Fallout 4
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emeryrik

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emeryrik

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  1. emeryrik
    emeryrik
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    Locked
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    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - OFFICIAL STICKY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Please use the "Updating procedure" section in the description tab in order to avoid updating anomalies!

    If you have any questions or issues with this mod, please refer to the description tab and the painfully long video I made and view them IN THEIR ENTIRETY before using the bug reporting procedure as outlined in the mod description. I have outlined essentially everything that can possibly go wrong and how to avoid it, so please take the time to go through these things if you have any issues; it'll save us both a lot of time, trust me.

    Hi, everyone! It's been a while since I've had time to invest in modding and even longer since I've updated this mod. Although the mod works well in its current state on my end, please note that any issues that you encounter from this point on WILL NOT BE INVESTIGATED IN A TIMELY MANNER due to time constraints on my part. I am currently in my clinical years of medical school so I simply no longer have spare time to devote to modding. This will be the case for the foreseeable future, although I do intend on revisiting and updating my mods eventually. I appreciate your understanding and please continue to enjoy my mods in their current state!
  2. Trazibol
    Trazibol
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    Great Mod ;)

    and what's more, it works!
  3. AaronWantsToSeeMods
    AaronWantsToSeeMods
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     TOO SLOW - DON'T DOWNLOAD!

    The equip and attack animations are VERY SLOW! 

    Takes a full 9 seconds to equip and swing your melee weapon - in that time you could have just  buttstocked  an enemy with your rifle, and given yourself some breathing room to reach for your melee

    5 thumbs down for this mod!   DON'T DOWNLOAD!
    1. emeryrik
      emeryrik
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      Hi there, I appreciate your feedback on my mod! I'll go ahead out on a limb and suggest you check your settings and reference the thorough descriptions of said settings as outlined in the mod description. If you're using a Quick Attack weapon that is normally quick to use but it's taking 9 seconds, you've no doubt adjusted your settings incorrectly.

      If you'd like help getting it to work to your liking, please ask for help before recommending against downloading! Other mod users should have an accurate representation of the usage and results of the mod from those who use it as intended. Furthermore, if you'd like to be proactive and constructive with your frustrations I'd recommend following the bug reporting procedure, otherwise it is much harder for me to decide whether a report is a real bug or user error!

      My inbox is open if you're ready to get Quick Attack working as intended!
    2. PhoenixKnight13
      PhoenixKnight13
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      Step one, put the potato down... step two, go buy or build a real PC.

      9 seconds, seriously? Even the default settings aren't that slow... how??
  4. PhoenixKnight13
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    Fantastic idea, execution just takes a little getting used to. Once you recognize the animation timing it's really easy. Don't let the instructions daunt you, just open up the MCM settings in-game and start by fiddling with attack time for whatever weapon type you want. I started with a combat knife (very fast) and ended up with this (didn't even touch the rest of the settings yet) -
    Set equip time to 1
    Set melee time to 1
    Original weapon equip time to 1
    Copy the same to third person settings.

    This resulted in just enough time to swing while not feeling sluggish in response to the hotkey.
    Once you get the hang of how the timing sliders work it's a piece of cake, took me about 5-10 minutes to get it set up comfortably. Awesome little functionality, works well having it right next to the default activation hotkey.

    Edit -
    After further testing I found this to be a bit more consistent for the combat knife setup - equip time .75, melee time 1.5, failsafe time .75, original weapon equip time 1, original weapon melee time 2. Same settings also work for a melee strike using the shields from Shield Integration Project and Shield Framework, which is what I was really hoping for when I first saw this mod lol. I need to test blocks further (hard to tell without something attacking me whether it works or not, it swaps but nothing happens), but the melee strikes work fine.

    It helps if you try not to spam keys so much while the script is in-process, as it tends to make it fail the attack and just swap back to your original weapon. 1st person tends to be more consistent than 3rd so far, and framerate also seems to effect it heavily, where lag spikes can cause the quick attack to fail/not swing. Still pretty effective, I'll post an update once I work out some more timing setups for different weapons. A cheat-sheet and/or presets would be helpful for different weapon types/speeds. I use a lot of potentially conflicting melee mods that affect third person behavior, which is probably why trying to move too much affects the script consistency... however I did note that using directional movement keys in timing with the quick attack (while in 3rd person, obviously) will produce different animations as if you were using your typical melee strikes. Just let the animation play out as you move, there's no need to hit further attack keys once you trigger the Quick Attack hotkey. If you keep trying to spam attacks as it's switching it will either do nothing or simply play the attack as normal, however if your AP drain is functioning it will also clean out your AP pool in the process.

    Only real bug I'm noticing so far is turning the AP drain off (set to 0) doesn't seem to turn it off 100%. Half the time it's still draining AP as if it was set to a default number. Aside from that I think the script could potentially benefit from a delay function that blocks spamming the hotkey and thus draining all your AP.
  5. Wolfes12
    Wolfes12
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    I have a question can it be used as an esl plugin?
    1. emeryrik
      emeryrik
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      Thanks for your interest and question! I don't personally use any plugins as ESL so I can't say with 100% certainty, but since the only dependencies are the main Fallout4.esm, F4SE, and MCM, I don't see why not! You'll have to apply the ESL flag yourself in FO4Edit or a similar utility because currently I don't have much time to add additional support for an ESL version. If you need any help with this I can direct you to some resources to get this done!
    2. Wolfes12
      Wolfes12
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      Thank you very much, I was wondering because until now I had only converted weapons or clothing files into esl, from what I understand it only works when the files are not that big or massive.
      thank you very much for answering.

      edit:
      Hello, I'm back, it seems that ESL cannot be done, because the mcm stops working, at least point 1 appears bugged, so you can't configure the weapons or activate it.
      possibly requires building something.
  6. claymorne
    claymorne
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    This mod is amazing! 

    I don't regularly comment on mods (just endorse them when they are good), but this one definitely deserves all the praise.
    to quote a (in)famous man: 
    It. Just. Works!

    ngl I was sceptical at first, because some mods I tested were a bit janky with the switching between weapons and such, and seeing the rather long list of settings options I was expecting similar. 
    but the settings - once understood, so people read the description page thoroughly - really help make the timings fit your preferred style and lead to an almost seamless switch between your main weapon and the Quick Attack. 

    this is the only mod so far, that really makes me want to mix ranged and melee in one character and gets me the closest to a "sabre & pistol dual wield" kinda playstyle, which I absolutely love. 

    thank you so much for this mod! 
    1. emeryrik
      emeryrik
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      I'm so grateful for the kind words. It's heartwarming when end users appreciate the HUNDREDS of hours spent getting this right and evolving it into something that works for everyone. I always think to myself that I'm adding too much and that the settings are too complicated, but your comment gives me renewed faith that mod users actually find this mod useful. I'm glad to hear that you feel the same about mixing ranged and melee weapons. That was the original intent and although it will never be totally seamless I think it's just about the best we can do to add in this functionality.

      Thanks again and enjoy!
  7. Punisherx7
    Punisherx7
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    Your mod is awesome, just a few suggestions
    1. two buttons, 1 for melee, 1 for a pistol
    2. some way to reward player for using light weapons for this, a know the game already does this a bit but is there anyway to enhance it? weapon weight, wieldiness, etc?

    Most players mod their pistols to have as much range and dmg as possible
    and don't have much occasion to really have a super light, snub nose quick draw kind of option
    but this mod gives a great occasion for that

    Police usually have an ankle holster, snub nose backup pistol that they use as a last resort, e.g. getting cornered, knocked down, disarmed, or the main gun jammed.
    Special forces do the same thing w a quick fighting knife on their combat vest.
    Your mod is the closest to simulating this for FO4, (skyrim had a knife mod similar like this)
    Anyway, ty for your great work.
    1. emeryrik
      emeryrik
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      Thanks for the feedback and suggestions! I'm glad you're enjoying my mod.

      I've done some brainstorming in the past about how to implement a system in which multiple weapons could be utilized using separate hotkeys but ultimately it was too much work considering I'm in the thick of medical school, haha. I do still think about it often, so if I ever get around to diving deep into the code again I'll definitely look into it. With regards to your second suggestion, I could potentially add an optional buff of some sort but considering the fact that many of us have different ideas of what an appropriate condition, type, and magnitude would be this would be a very large, customizable, and subjective addition which could get very heavy on the backend of the mod. I'll still consider it, though!

      Once again, I appreciate your interest and suggestions!
  8. PHANTOMHATE
    PHANTOMHATE
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    • 66 kudos
    RELOAD
    The mod Manual Reload stops auto reload so it is possible
    But is it possible to add the effect to this mod?
    I tried. Anyone have ideas?

    Thank you for this awesome mod
    I use it with my taser when I need to reload
    I think I am going to switch to a macro because of the reload
    1. emeryrik
      emeryrik
      • member
      • 10 kudos
      Hi there! I'm aware of that mod, however because this mod utilizes weapon switching that same mechanism isn't applicable. Interestingly, the portion of this mod that deals with overriding the grenade/throw key employs a similarly scripted logic.

      That being said, there was a mod that was recently published that claims to count the exact number of bullets left before needing to reload. I may take a look and see how this was accomplished, and if I can implement it and have it work reliably I'll release an update. No promises this would come any time soon - I'm back into the swing of school and have my physician certification exams coming up in the summer!

      Thank you for reminding me of this issue, as well as a lead on a potential solution!
    2. PHANTOMHATE
      PHANTOMHATE
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      Thanks for the reply. Reload or no reload, the mod is great. I had the idea of having the quick attack do all it does except re-equip the initial weapon. You still get the quick attack but re-equip the initial weapon manually with no magic reload. Just ideas. I am going to waste some time trying a few things. I wish you much focus and learning fellow modder.
    3. emeryrik
      emeryrik
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      Sure thing, and thank you! I've spent a lot of time on this so hearing that makes me smile. Unfortunately, the mere fact that you use a different weapon makes your initial weapon automatically reload. This is an issue in the vanilla game, where if you want to reload instantly all you have to do is go into the pipboy, equip a different weapon, exit the pipboy, then switch back. Presto, the original weapon is reloaded! This is made even simpler by favoriting weapons, in the sense that you can switch to another weapon and back by pressing just those two keys (and very quickly, I might add) and your original weapon is reloaded.

      I encourage you to experiment because that's how we progress, but unfortunately preventing reloading would require detection of the type of ammo and the remaining bullets from the original weapon, switching to the Quick Attack weapon, removing the original weapon's ammo, leaving only the amount of bullets that were left in the clip/magazine, proceeding with the Quick Attack, and then adding the ammo back once the original weapon is equipped. The mod I referenced before claims to be able to detect ammo type and amount remaining regardless of attached mods, so that gives me hope that this is possible in the way I described!
  9. deleted117361393
    deleted117361393
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    hi! i was wondering if it's possible to make it so that the quick attack function doesnt require action points
    even if i have my bar nearly full it doesnt matter it needs to be full in order to work
    1. emeryrik
      emeryrik
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      Hi there!

      It was not possible at the time of your comment but I just updated the mod to include that functionality! Please remember to use the updating procedure in the description page and let me know if I messed anything up!
    2. deleted117361393
      deleted117361393
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      thanks man, it works
    3. emeryrik
      emeryrik
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      Great to hear! Enjoy!
  10. inkwhiz888
    inkwhiz888
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    is their no way to simply have melee attack instead of weapon bash?
    1. emeryrik
      emeryrik
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      Hi there! It depends on what you mean, because in the vanilla game melee == weapon bash, with melee weapons having alternate animations for doing main attacks versus weapon bashes. Typically with melee weapons, main attacks use the left mouse button and are generally quicker, while weapon bashes use the weapon bash/grenade key as set in the vanilla keybind settings and are generally slower.

      If you're talking about having a separate melee key from the normal weapon bash/grenade key as set in the vanilla keybind settings, then I would look into FO4 Hotkeys. There is an article on the mod page showing the exact setup for separating melee and grenade buttons. However, also note that tapping the grenade key will still result in a weapon bash. If you configure it the opposite way, as in assigning grenade to a different key, you'll notice that you can't 'cook' the grenade using that new key.

      If you're talking about using a weapon normally but using another weapon to do a melee (as in a melee weapon doing its main attack, a weapon bash, etc) then this mod is necessary, as I don't believe there's another mod that allows you to do this. You can also separate the keys while maintaining full functionality by having the Quick Attack key as a different key than the vanilla weapon bash/grenade key and turning on the 'throw override' setting, which makes the weapon bash/grenade key into a grenade only key with which you can still 'cook'.

      If it's just that you find that all the different settings are overwhelming, I don't blame you because I've added a lot over time to accommodate pretty much all situations. But I encourage you to go through the description tab to understand what each setting does. If I weren't in medical school right now, I'd have already made an updated video tutorial describing these settings in practice, but my devotion to school and medicine is the priority at the moment. I'd be happy to help you in PMs if you're having trouble figuring things out!

      Let me know how I can further help!
  11. Silta
    Silta
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    Hey, Love this mod! However, I cannot stop my character from using Power Attacks/Swings with his baton. I have it set to melee and I'd prefer if he used a light attack instead
    1. emeryrik
      emeryrik
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      I'm glad you enjoy it! In the vanilla game, the baton can only do a regular swing by pressing your attack/fire button as set in the vanilla settings, or a heavy swing which is done with the bash/grenade button as defined in the vanilla settings. Those are the only two attack actions the baton has and on my end they're quite similar, unfortunately. I believe setting the attack style to Attack instead of Melee will make it slightly faster but other than that, it is a limitation of the animations Bethesda made for the weapon and no mod can really change that on the fly as far as I'm aware.

      Hope this helps!