FINAL UPDATE: The author is great at solving long-standing problems that stumped everyone, but terrible at communicating important info lmao. There is a new version of this mod, posted under their new account, found here:
holding block does not work. and i know why. bcuz this mod does not have animation files. it's just an esp file. so, even u guys use this mod, ur character will not hold block. sucks...
Did you change those values in ini file, didn't you? If it sucks then 159 endorsment makes not sense. There are not new animation but a management of the existing ones trought an esp file.
Except it doesn't work. I have added, as you say, [Controls] fInitialPowerAttackDelay=0.25 fSubsequentPowerAttackDelay=0 and i gotta ask: how is reducing the delay between Power Attacks, as these settings say they are, supposed to freeze the Blocking animation in place so it can be held....???
Please post a video of you holding a block indefinitely.
UPDATE AND PSA: OH F*** ME IT DOES WORK HOLY CRAP - READ ON!
So all the confusion is from the author not being a native English speaker, and on top of that, burying critical information in an article that contradicts what he wrote in his OTHER article. To quote the relevant article:
If you hold block, you apparently will do nothing. But at the moment an enemy attacks you you will automatic rise up your guard at the right moment and this is fully automated and perfectly timed.
.....WHAT
So yes, you activated the mod and loaded your game and held block and.... your character just did the stupid Todd Twitchparry like always and we all thought this was a scam, right? HAHAHA WRONG
just tested this in the following way: Enter your game with the mod active and the ini values. Go off somewhere alone, equip a melee weapon, and do this in the console: player.placeatme 19563
This will spawn a single Raider who is guaranteed to have only a Melee weapon. For extra fun append an integer, like player.placeatme 19563 3
to spawn THREE melee-only Raiders.
Hold block. You will do the twitch and seemingly go back to doing nothing, but KEEP HOLDING BLOCK.
And watch as your character automatically parries incoming melee attacks.
My own mod, Effective Melee Blocking, it turns out, nearly had this set as I did most of the same things Sambuca did - for example there is a condition on the Blocking animation that it can't start if the player is blocking - removing that conditional allows the block animation to start again while you're still holding rightclick.
What other voodoo is in this mod i am not yet sure but believe me i will be taking a verrrry close look. I intend to get both these mods working together and intend to recommend they be used as a package; as my mod also un-breaks some of the Countermove system, and adds a perk where the amount of damage you block scales with your current Strength, even if your Strength changes mid-combat (like from Chems).
Last but not least, read my modpage. There's no TL;DR, you must read it for important info if you want the full melee system to work..... most players have broken their melee system without knowing it and have probably never seen most of the sync kills, or the counter-attacks. Yes vanilla melee has counter attacks. But you MUST use the basegame's SETTINGS menu to set your Power Attack key, and ONLY use that key for Power Attacks - to be able to use the Countermoves. Because the Countermoves are triggered by using Power Attack instead of Block, in a Dark Souls Parry kinda way.
Damn. Damn damn damn. I wanted to believe As with the last few posters, holding block simply does not work. And yes I have the ini file changes, just like poster below me.
Hey, Sambuca! Just stumbled into this mod by accident, and it sounds just like what I was looking for! If you have the time, I just wanted a couple of questions answered. I was wondering, in your second video I think I saw you using a knuckle duster, but your animations are as if you are completely unarmed (your character is using both hands). Is that a part of your mod, or are you using some other mod for that? And the other thing I wanted clarified is autoattacking after blocking. Is that a thing, and if so, is there any way to disable or simply avoid that after a block? Will be glad to hear from you, if it’s no trouble! Great mod!
Knukles animation is another mod and there is not automatic counter attack anymore. I removed it many updates ago, so no automatic counter attack anymore. I never play in 1st person with this mod but maybe the automatic counter attack is remained for 1st person, but don't worry, if an attack is incoming while you are attacking, your character will stop the attack immediatly and will rise the guard just in time to block the enemy's attack. I used it to do the left right punches easily when umarmed. In case you don't like it tell me, remove this feature is an instant. 3rd person have not the automatic counter attack for sure. REMEMBER to chenge the values in ini files or my mod will not work.
Thanks a lot for your reply. I can hardly think of anything I could dislike about this mod, it’s pretty much perfect for me, great job! Could I also ask the name of the mod for dual knuckle duster attacks? I hope it’s not too much trouble.
Is included in my other mod melee world, but is a pretty large and invasive mod but all aimed to improve melee combat experience. It includes even enchantments, craftable throwing weapons, craftable firing turrets, and all firing weapons ammo and grenades are limited for npc except for my throwing weapons and obliviously turrets and bots don't use ammo, they shoot forever as always. When enemies will finish ammo, they will charge you with a melee weapon and a throwing weapon, and sometimes they are even stronger with them instead of a firing weapon. if you too love melee combats, then this other mod is what you are looking for for sure.
Does this allow you to block bullets/ranged attacks?
If not, is that a feature you might consider? IMO, at least with a hardcore setup/high difficulty, the biggest obstacle to melee is how deadly guns are.
Funziona, se premi blocco defletterai i proiettili funziona anche con quelli lenti come lo sputo acido dei mirelurk. Se tieni premuti attacco e parata assieme mentre tieni puntato un nemico, il tuo personaggio riconoscera' il momento esatto in cui alzare la guardia per sincronizzarsi con gli spari del nemico. Sa hai bersagli multipli che ti sparano non ti riuscirai a sincronizzare con tutti e dovrai cercare riparo, perche' la frequenza con cui alzi e abbassi la guardia non tiene testa al fuoco nemico.
Thank you for testing, signore I was too afraid that it will mess up something if combined, too bad Deflection replace Ricochet perk It's somehow balanced itself if I may say
A question if I may ask, "If you have multiple targets shooting at you you won't be able to sync with them all and you'll have to seek cover, because the frequency with which you raise and lower your guard doesn't keep up with enemy fire." -Translated by Google
If I have a mod that slow down time like Bullet Time, Will the frequency which I raise and lower my guard be sufficient for engaging multiple enemies?
78 comments
The Ultimate Melee Combat Fix at Fallout 4 Nexus - Mods and community
This is the ultimate update version with nuw stuff and greatly improved.
Enjoy
The Real Melee Combat Fix
and i know why.
bcuz this mod does not have animation files.
it's just an esp file.
so, even u guys use this mod, ur character will not hold block.
sucks...
If it sucks then 159 endorsment makes not sense.
There are not new animation but a management of the existing ones trought an esp file.
I have added, as you say,
[Controls]
fInitialPowerAttackDelay=0.25
fSubsequentPowerAttackDelay=0
and i gotta ask: how is reducing the delay between Power Attacks, as these settings say they are, supposed to freeze the Blocking animation in place so it can be held....???
Please post a video of you holding a block indefinitely.
.....WHAT
So yes, you activated the mod and loaded your game and held block and.... your character just did the stupid Todd Twitchparry like always and we all thought this was a scam, right? HAHAHA WRONG
just tested this in the following way:
Enter your game with the mod active and the ini values.
Go off somewhere alone, equip a melee weapon, and do this in the console:
player.placeatme 19563
This will spawn a single Raider who is guaranteed to have only a Melee weapon. For extra fun append an integer, like
player.placeatme 19563 3
to spawn THREE melee-only Raiders.
Hold block. You will do the twitch and seemingly go back to doing nothing, but KEEP HOLDING BLOCK.
And watch as your character automatically parries incoming melee attacks.
My own mod, Effective Melee Blocking, it turns out, nearly had this set as I did most of the same things Sambuca did - for example there is a condition on the Blocking animation that it can't start if the player is blocking - removing that conditional allows the block animation to start again while you're still holding rightclick.
What other voodoo is in this mod i am not yet sure but believe me i will be taking a verrrry close look. I intend to get both these mods working together and intend to recommend they be used as a package; as my mod also un-breaks some of the Countermove system, and adds a perk where the amount of damage you block scales with your current Strength, even if your Strength changes mid-combat (like from Chems).
Last but not least, read my modpage. There's no TL;DR, you must read it for important info if you want the full melee system to work..... most players have broken their melee system without knowing it and have probably never seen most of the sync kills, or the counter-attacks. Yes vanilla melee has counter attacks. But you MUST use the basegame's SETTINGS menu to set your Power Attack key, and ONLY use that key for Power Attacks - to be able to use the Countermoves. Because the Countermoves are triggered by using Power Attack instead of Block, in a Dark Souls Parry kinda way.
This gun be gud
I wanted to believe
As with the last few posters, holding block simply does not work.
And yes I have the ini file changes, just like poster below me.
In case you did, did you typed the console command to give you the perk to deflect bullets?
I removed it many updates ago, so no automatic counter attack anymore.
I never play in 1st person with this mod but maybe the automatic counter attack is remained for 1st person, but don't worry, if an attack is incoming while you are attacking, your character will stop the attack immediatly and will rise the guard just in time to block the enemy's attack.
I used it to do the left right punches easily when umarmed.
In case you don't like it tell me, remove this feature is an instant.
3rd person have not the automatic counter attack for sure.
REMEMBER to chenge the values in ini files or my mod will not work.
It includes even enchantments, craftable throwing weapons, craftable firing turrets, and all firing weapons ammo and grenades are limited for npc except for my throwing weapons and obliviously turrets and bots don't use ammo, they shoot forever as always.
When enemies will finish ammo, they will charge you with a melee weapon and a throwing weapon, and sometimes they are even stronger with them instead of a firing weapon.
if you too love melee combats, then this other mod is what you are looking for for sure.
Thanks!
If not, is that a feature you might consider? IMO, at least with a hardcore setup/high difficulty, the biggest obstacle to melee is how deadly guns are.
It's old but still works, dunno if used alongside this mod
Se tieni premuti attacco e parata assieme mentre tieni puntato un nemico, il tuo personaggio riconoscera' il momento esatto in cui alzare la guardia per sincronizzarsi con gli spari del nemico.
Sa hai bersagli multipli che ti sparano non ti riuscirai a sincronizzare con tutti e dovrai cercare riparo, perche' la frequenza con cui alzi e abbassi la guardia non tiene testa al fuoco nemico.
I was too afraid that it will mess up something if combined, too bad Deflection replace Ricochet perk
It's somehow balanced itself if I may say
A question if I may ask,
"If you have multiple targets shooting at you you won't be able to sync with them all and you'll have to seek cover, because the frequency with which you raise and lower your guard doesn't keep up with enemy fire." -Translated by Google
If I have a mod that slow down time like Bullet Time, Will the frequency which I raise and lower my guard be sufficient for engaging multiple enemies?
Non preoccuparti per ricochet perk, non viene toccata in nessun modo.