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i3ncore

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i3ncore

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18 comments

  1. PixelHeadMods
    PixelHeadMods
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    • 26 kudos
    1. i3ncore
      i3ncore
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      Nope, doesn't matter.
    2. PixelHeadMods
      PixelHeadMods
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      ok no worries just thought id check
      awesome mods man cheers
  2. raajdon
    raajdon
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    thanks, when I try to archive to ba2, it says "skipped zero-length file"
    1. ExiledEye
      ExiledEye
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      Why would you archive this in a ba2 ??
  3. NuckNuck4
    NuckNuck4
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    is it possible to combine this mod with MGS-style animations ?
    https://www.nexusmods.com/fallout4/mods/65562
    1. i3ncore
      i3ncore
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      Just load this one after/overwrite its files.
    2. NuckNuck4
      NuckNuck4
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      thanks
  4. Flowheat
    Flowheat
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    Hi! Thank you so much for your animation mods! I have a lengthy question, I apologize for a wall of text: at the moment I'm using Unarmed Gameplay Overhaul to improve melee while holding a weapon: it requires pressing Rmb (aim down sides) and then quickly Bash to usually - not always - perform a 2-person animation on human opponents. Most of the time it's a quick 2-hit animation that kills on the spot (tap on the nose, then downward hit with the butt of the stock) but sometimes a slide kick will come out that knocks down but doesn't necessarily kill.
    1) Do I need UGO for your mode mode to work?
    2) If not, do you understand it correctly that you've achieved what is described above but with 100% consistency by removing bash (regular weak strike) alltogether? 
    3) If 2 is true, Can I just remove UGO, istall your mode and get a guaranteed "ko/wrestling move" when enemies are close by pressing Bash button? 
    Thank you in advance!
    1. i3ncore
      i3ncore
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      Hi,

      You don’t need anything for my mods to work, aside from DLCs for a couple.

      You can get guaranteed grab moves with a weapon out if you use Simple Combat Grabs.
      You can swap out UGO if that was the only feature from there that you were after.

      Bashless just removes the weapon bash animation entirely via file swap, but its associated functionality is still there, everything but the actual attack.

      Basically, question 3 is a yes.

      While my grab-related mods are guaranteed if the criteria match (direction (and/or staggering (Simple Killmoves))), the game engine is still limited sometimes and doesn’t register positioning of actors, and certain elevation differences may stop it, too. Also, if an actor is against a wall, I believe that also prevents grabs. It isn’t anything unique to a mod, of course, but the engine.
    2. Flowheat
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      Thank you so much for the respose!

      Great mods, fully deserved endorsements, hope you will continue making new ones 🙏
  5. the1holy
    the1holy
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    does this remove bashes from the game or makes them cancellable?
    1. i3ncore
      i3ncore
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      Functionality is there - the game registers the command so that grabs/kill-moves initiate, but the animation is removed and no attack is triggered.

      Personally, the bashing with a weapon was really tedious, as I only used it on radroaches. But when I wanted to grab a raider, it always seemed like I was stuck in smacking them with the pistol. With this, you can basically spam the bash key until the NPC moves to a position the game permits a grab to be performed without risk of hitting them with the gun.
    2. the1holy
      the1holy
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      thanks for the explanation, i think i wont use this one but all the rest of  your mods are a must-use. 
  6. seraphael
    seraphael
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    You're bringing melee to the masses. Even a die-hard "ranger" like myself is considering melee as an option with your mods - so thanks!

    Any chance of making this directional though? No bash only if attacking from behind? Should allow for more melee variety and challenge while pairing better with the randomized version of your Simple Killmoves.
    1. i3ncore
      i3ncore
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      Walker was a pretty melee-focused ranger ;) Glad you're enjoying it!

      I just gave it a shot in a script-free way, but bashing simply isn't a paired animation... so I don't think it's possible since there is no 'Target' data to check angles. Lmk if you have any implementation ideas though, and I'll brainstorm further, but I do try to limit scripts to a last resort scenario.
    2. seraphael
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      I wouldn't know where to start! But I like your mods remaining lightweight non-scripted. Perhaps move on to give us your spin on the blocking mechanic? Riposte counter-attacks should be a thing to make non-VATS melee truly feel like a more modern game :)
    3. i3ncore
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      If you block an attack in Simple Killmoves you get a counter window to initiate a kill-move, same as if they're staggering. Or did you have another idea in mind?
    4. seraphael
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      Ah. Forgot about that, still waiting to start my final playthrough. Great implementation.