Fallout 4

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Cyan49

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cyan49

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About this mod

Makes i3ncore's dodge mod more advanced and useful but dodge is still simple and responsive. All features can be changed/toggled with a holotape. (not MCM) Requirements: "Simple Dodges - Sidestep Dodges and Dodge Rolls" + "Garden of Eden Papyrus Script Extender"

Requirements
Permissions and credits
Changelogs
[Requirements]
Garden of Eden Papyrus Script Extender

Simple Dodges - Sidestep Dodges and Dodge Rolls
(However, unless you want to apply hit reactions to creatures/enemies, Simple Attack Reactions - Limb-Specific Animations is not a requirement, since the core part is built into Dodge Mod Addons just in case.)



[In Short]
  • Add small cooldown to dodge to prevent spam.
  • Add iframes for dodge. 
  • Add AP Cost for dodge. 
  • Add Jump Key Input Mode for dodge.
  • If current AP is less than AP Cost, dodge animation will be triggered but without iframes. Or use the "If No AP - No Dodge" option.
  • Power armor is not supported, but works as follows: Power armor jumping costs 10 AP and triggers 0.15s iframes, and also triggers "Perfect Dodge" if enabled.

  • "3 way direction dodge roll and back step" is available for Firearms.
  • "3 way direction step" is available for Melee. (Or you can use Melee Dodge Roll Addon 1.X or 2.X.)
  • In this mod, melee dodge can be triggered by Jump Key Input Mode or block while block. (Jump Key Input Mode is still highly recommended as it is more responsive and convenient.)

[Description]
All features can be changed/toggled with a holotape. Holotapes are automatically added to your inventory, or you can use a chemistry station and craft it in the "utilities" (or "settings"?) category.

F = Firearms
M = Melee
*  = for Jump Key Input Mode

  • "Debug" - Default is disabled and is non-persistent (disabled when the game is reloaded). This applies transparent/translucent visual effects to iframes.
  • "Settings" - You can set global values for settings in the original mod, but some have been omitted. Also, this is not for Jump Key Input Mode.
  • "Invincibility Frames Addon" - Default is enabled. This toggles the mod enabled or disabled.
  • "AP Cost" - Default is 20/15 (F/M). You can choose from 0/5/10/15/20/25/30, or use the console command.
  • "iframes" - Default is 0.3s/0.2s (F/M). You can choose from 0.1s/0.2s/0.3s/0.4s/0.5s for firearms, 0.1s/0.15s/0.2s/0.25s/3s(/4s/5s, if Melee Dodge Roll Addon is installed) for melee, or use the console command.
  • "If No AP" - Default is "No iframes". If you want to disable No AP dodge, use "No Dodge".
  • "Slide" - Default is enabled. Triggered by sneaking while sprinting, has 1.5x AP cost and 1.2 second iframes.
  • "Perfect Dodge" - Default is enabled. Dodge at the same moment as an enemy's melee attack triggers slow time effect and iframes for 1 second.
  • "Jump Key Input Mode" - Default is disabled. If your weapon is drawn, replace jump with dodge. When this system is enabled, dodge roll control from other sources will be disabled. Highly Recommended!
  • "(F) If Not Move" - Forward dodge or back dodge, for firearms.
  • [Miscellaneous Files] "Melee Dodge Roll Addon" (For Jump Key Input Mode)
  • "Version 1.X" - Replace Melee Dodge in Jump Key Input Mode with 3 way direction dodge roll. (Right = Right Dodge Roll, Left = Left Dodge Roll, Forward/Backward/Standing = Forward Dodge Roll)
  • "Version 2.X" - This is somewhat experimental, please use this and give feedback if you want a 4 way direction melee dodge.

[About Melee Dodge]
For convenience, if Jump Key Input Mode is disabled, it is called Block Key Input Mode. Block Key Input Mode is similar to the original Simple Dodges mod, but works differently.
  • If Block Key Input Mode, 1: Always forward dodge roll while sneaking. 2: Otherwise, first trigger blocking and do 3 way direction dodge while blocking. (Right/left/backward) 3: If forward or no direction, trigger right or left dodge.
  • If Jump Key Input Mode, 1: Forward dodge roll while sneaking forward/sprinting. (So sprint forward dodge roll is only available in Jump Key Input Mode.) 2: If forward or no direction, trigger right or left dodge.

[Notes]
  • "Jump Key Input Mode" - This system dynamically changes the game setting "fJumpHeightMin" that defines the jump height. You can change the default jump height with "Set Default Jump Height" or the console command. Also, "JumpRoot" in IdleAnimation has been edited. Generally speaking, it's still conflict-free.
  • "Melee Dodge Roll Addon 2.X" - A side effect is that NPCs' melee dodge animations are also affected.
  • "Options" - No MCM, because I haven't learned it yet. I'm not a beginner but not a professional.
  • "Uninstall" - If you later want to uninstall the mod, I recommend using a holotape to stop the mod.
  • "Side step for firearms" - I decided to (temporarily) omit this. Technically:
    Spoiler:  
    Show
    I found a reliable "bAllowRotation" animation variable to detect is bash attacking, but this also triggers on firearms sidestep dodge. I've decided to use this animation variable, so it's a trade-off with the firearms sidestep dodge.

  • "Melee landing animation" - To make a non-scripted melee sprint dodge roll, I needed to override "JumpRunImpactLand.hkx" (variant for landing animation after falling from height). So when the melee weapon is drawn, the forward dodge roll animation is played instead of this landing animation.
  • "Perfect Dodge" - While the slow time effect with iframes by "Perfect Dodge" is active, power attacks/bash attacks do not consume AP and aid/food from the favorite menu have no effect. This is a side effect and minor issue of giving the player ghost status.

[Known Issue]
  • Sometimes only invincibility frames are triggered when the dodge animation is blocked for some reason.

[Tips]
  • Especially for gamepads, Jump Key Input Mode is more responsive and reliable than Bash Key Input, because the former is triggered by the "OnControlDown" Event while the latter is triggered by the "OnControlUp" Event.
  • "Set DodgeInvTimeGV to 0.XX" (or "Set DodgeInvTimeMGV to 0.XX" for melee) can be used to change the invincibility frames. (console command)
  • "Set DIFAPCostGV to XX" (or "Set DIFAPCostMGV to XX" for melee) can be used to change the AP Cost. (console command)
  • "Set DIFJumpDefaultHeightGV to XX.X" is the default value this mod refers to to toggle "fJumpHeightMin". (default is 90.0) You can change this if you have a clear understanding of what you want. e.g. if you have something like a higher jumping mod installed. (console command)

[Q&A]
Q: Does it work in first person?
A: Nope. I have tried several ways to do this but it makes a delay of 0.3s to 1s. Check out First Person Dodge - Actor Velocity Framework
Q: Can use this with power armor?
A: No, because the original mod doesn't support power armor animations. But, "Power armor jumping costs 10 AP and triggers 0.15s iframes, and also triggers Perfect Dodge if enabled."
Q: Does the mod include an option to replace the dodge input with any key/any button/double tap/long press etc?
A: Unfortunately Jump Key Input Mode is the only input option available for this mod. Because technically the input should be a "control", not a "key". It's gamepad friendly and keeps dodge animations script-free, but lacks the flexibility of key customization. Also, the delay the script itself has and the delay caused by the double tap input could easily ruin this mod.

Q: ESPFE?
A: Yes
Q: But this includes BA2?
A: Yes
Q: Does this mod also support gamepads?
A: Yes
Q: Is this BETA?
A: Yes
Q: Yes
A: Yes

[Recommended mods]

Third Person Melee Tweak
For whatever reason Fallout 4 prevents the player from performing sideways melee and power attacks while in third person unless the game detects you are in range of an enemy. This feels clunky in my opinion and makes it hard to maneuver around opponents in combat. This mod removes that restriction, allowing you to perform attacks at will.
Baka MaxPapyrusOps
Fallout 4 shares the same built-in limitation of 100 operations per task in Papyrus.
This mod ports the Max Operations Per Task patch from Papyrus Tweaks NG that raises it to a user set value.
Higher values may have a small impact on overall framerate (larger for older machines) but should increase the performance of Papyrus scripts a noticeable amount.
Blocking Overhaul
The main purpose of Blocking Overhaul is to change the way blocking works in Fallout 4. Previously, players could block attacks from all enemies, but this mod alters that behavior. The primary change is that attacks from certain powerful enemies, such as Deathclaws, Super Mutant Behemoths, and Mirelurk Queens, can no longer be blocked at all. These monsters are so terrifying and formidable that blocking their attacks is no longer an option.


[Credits]
i3ncore, author of "Simple Dodges - Sidestep Dodges and Dodge Rolls" mod.
toounx, author of the original mod's (Tactical Action Extension Package Beta) dodge roll animation.
LarannKiar, author of Garden of Eden Papyrus Script Extender.


All DP are supposed to go to them, but honestly they may not be working correctly, Reward Percentage changes seem to be rolling back randomly.



Other mods included in the video are below
Fallout London - Baron Armour by TeamFOLON
Makeshift Melee Weapon Pack by Degenerate Dak
CROSS_Wasteland_Ronin by Niero
AnotherOne CyberOut 77 by AnotherOne aka RetroPaladin