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CrEaToXx

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CrEaToXx

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To initiate Power Armor Impact on landing, you will need to hold the sneak key...

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Sneak for Power Armor Impact

To initiate Power Armor Impact on landing, you will need to hold the sneak key when starting to jump.

What this?

I always wanted to have manual control over the Power Armor Impact(animation). This little modification makes it become true.

Install and prerequisites?

Install at will. No Prerequisites other than F4SE.

How does it work?

You will need to have the sneak key pressed(and held up until the Power Armor impact effect executes) before you press jump(to initiate Power Armor impact effect). Of course, all the other vanilla criteria's are still in place. So you will still need to jump from high above ground and/or sprinting. And of course you will need to be inside a Power Armor.

Press the sneak key before jumping?(old version!!!)

Yes, blame Todd. I'm using a check for the "JumpFall" animation event, which, you would naturally believe, registers when you are starting to fall back to the ground after you initiated jumping. But that's not the case, because it actually registers the moment you press the jump key, which basically makes it equal to the "JumpUp" or "JumpStart" animation event. The only difference here is, the two later will happen OnControlDown(), while "JumpFall" will happen OnControlUp(). So it actually does not "just work".

Then why weren't you using the Power Armor impact effect animation?

I did. But it "just doesn't work" as well. Actually I initially tested with this animation event, but for whatever f's reason, the game just wouldn't recognize this particular, or any variants of the PA impact animation event. So if you happen to know the exact naming of said animation events, I will apply an improvement fix asap.

What happened? Fixed so quickly?

Indeed. Moments later after the upload I realized I don't even need to register/check for animation, if I just edit the Power Armor impact animations and directly use my custom global as condition check. So all I do is now, whenever you press and hold the sneak key(OnControlDown()), the global will be set to true, and whenever you release the sneak key(OnControlUp()) it will set the global to false. The impact animation has been edited to execute only when the global is set to true.

But you had to edit the animations for that?

They were already edited, just the script logic was applying the global in a different way. I was using two global variables before, one to check for when the sneak key is pressed, and one to allow the impact effect(when global 1 was true).

There unfortunately is no way around this edit, because a "isJumpLanding()" function or similar does not exist. It wouldn't even work that way if if I HAD the correct naming for the PA impact animation event. Patching this for any mod that would alter said animations as well, like for example the No Power Armor Impact Root Edit, should be easily doable with xEdit. Instructions on how to do that are to be found here. A comprehensive video is to be found here. This should be an easy learn, and you will profit from it for the rest of your life. Being capable of making compatibility patches will safe you a lot of headache, and additionally allow you to use an increasing number of mods.