Fallout 4

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Cyan49

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  1. cyan49
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    [Changelogs]
    Version 0.80, 0.81, 0.82, 0.83, 0.84, 0.85
    - Renamed "Sprint-Sneak Slide" to "Slide" for naming consistency with First Person Dodge mod.
    - Improved the script for "Slide" and resolved responsiveness and reliability issues.
    - Fixed a bug where weapon draw animation would fail during hit reaction animation.
    + Unlocked camera controls during slide and melee dodge roll.
    ++ Fixed a minor issue where melee/firearms checks were incorrect when re-equipping a weapon when ammo was zero.
    ++ Changed allow rotation function ("Unlocked camera controls during slide and melee dodge roll") from script to annotation in animation file. Allow rotation is now more accurate and reliable.
    +++ Mod name and holotape name changed from "Dodge Mod Addon" to "Simple Dodges Addon F4SE".
    +++ If Garden of Eden Papyrus Script Extender 17.1+, redirect to new functions that are more responsive and stable.
    ;That said, the Simple Dodges behavior is script-free, so this improvement only affects "more responsive iframes" and "allowing button spam".

    ++++ 
    No more random slide animation delays.
    +++++ Supports "Dak's Shoulder Mounted Machinegun (M2)" and "ITO Institute Technology Overhaul - Weapons".
    +++++ For those having issues with sprints starting after dodge roll, the "Dodge Anim Fix" option has been re-implemented (mainly for debugging). You can enable animation event debugging. Expected: "AnimationEvent = FootSprintLeft" or "AnimationEvent = FootSprintRight".
    +++++ Disable some controls during Slide (VATS/Menu/etc.)
    +++++ Changed trigger event for Slide. This change is more sane but somewhat experimental.
    +++++ Made some debug messages slightly more detailed.

    Version 0.70, 0.71, 0.72, 0.73, 0.74, 0.75

    Spoiler:  
    Show

    - Improved responsiveness of blocking dodge available when Jump Key Input Mode is disabled.
    -  Changed melee dodge to do a random right/left step instead of a back step if not moving.
    - Cleaned up script properties that are no longer used. (If you have papyrus logging enabled in your ini settings, you will receive about 30 harmless one-time warnings.)
    - Cleaned up holotape options menu. Also removed the "Dodge Anim Fix" listed under "Experimental" and made it always enabled.
    - Optimized the equipped weapon check function and removed keyword checks.
    - Some other tweaks and optimizations.
    + Adjusted melee dodge roll animation, mainly for forward and backward. It was previously shared with firearms and the animations were somewhat weird. (By editing toounx's animation as pose, I was barely able to edit it without any specialized knowledge. Don't expect anything more advanced than this to happen.)
    ++ Added "(F/M) If No AP" (No Dodge/No iframes) option.
    +++ Added "Set Default Jump Height" for Jump Key Input Mode. This allows you to change this without console commands.
    +++ Added dodge start sound. Not optional, this is always enabled in the current version.
    ++++ Added "Power Attack Only" to Perfect Dodge option. If this is selected, it will only be available if the enemy is power attacking.
    ++++ Power armor jumping costs 10 AP and triggers 0.15s iframes, and also triggers Perfect Dodge if enabled. In the current version, it can only be changed with console commands, not with holotape options. ("DIFAPCostPGV to XX" and "DodgeInvTimePGV to 0.X")
    +++++ Changed melee dodge back animation to toounx's animation base. Compared to vanilla, dodge distance is longer and animation duration is shorter.
    +++++ Tweaked firearms dodge cooldown again to match dodge roll animation (0.8s).


    [Q&A]

    • Q: Does it work in first person?
    • A: Nope. I have tried several ways to do this (toggle camera, play animation, toggle camera, i mean) but it makes a delay of 0.3s to 1s. Here is "First Person Dodge - Actor Velocity Framework" created by me. Also, like this mod, "Jump Key Input" is available.
    • 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.
  2. TANTRUM27X0
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    Don't use Workshop Plus fly mode!

    Just going to put this here to maybe help someone. "Workshop Plus" IS compatible with this mod. Its fly mode is NOT and will break this mod. Be sure to shut that option off in the MCM. I cant remember if it on or off by default so just check first. BEFORE you open the settlement workshop menu!

    If you open the workshop menu with the fly mode on, you will need to shut it off AND relaunch the game before it will fix the bug. You may need to load a save before the workshop menu was opened with fly mode on. 
    1. cyan49
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      I can't understand what you're saying. If you're looking to give some information to someone, could you explain more? Lately I've been seeing an increase in "tips" for somehow unrelated mods.
    2. TANTRUM27X0
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      Workshop Plus is a mod that is gaining popularity. It dose not seem like a mod that would conflict. Yet, it has a feature that will break this mod. It might not be obvious to everyone so I posted to help people discover the issue. 

      Workshop Plus is compatible.
      Its fly feature (lets you fly while in workshop mode) is NOT compatible.

      Both this mod and that mod can be used IF that fly feature is shut off in the MCM before it is activated.
    3. cyan49
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      1: What does "will break this mod" mean?
      2: You should be able to explain what stopped working, right?
      3: Are you sure this mod page is the right place?
      +
      Workshop Plus will turn you into an invisible hand in the game world while you are in workshop mode.
      - Flight: You actually fly while in Workshop Mode, no tcl necessary. This means you can still interact with things over and over without having to toggle tcl on and off.
      I don't understand how that mod affects anything outside of workshop mode, but since you're trying to help someone, I'll keep your comment.

      IF I get interested in this later, I'll investigate and clarify this.
    4. TANTRUM27X0
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      I can explain it. I was trying to keep the comment small.
      It will make every dodge have jump height again. As in default 90 instead of 0. However, once the weapon is put away you will have 0 jump height. This can be "reset" by going into first person then back to third person. Yet, the moment you pull out your weapon, it'll go back. Im guessing it messes with your jump height change that you have set to check if a weapon is drawn. Some how reverses it?

      This is also the right page. It only involves two mods and the other is unaffected. So people wont go to that page. They will come here to try and tell you your mod is broken. Thought Id try to help save you some time of telling them its not your mod. Its one specific feature in the other mod that can be shut off.
    5. cyan49
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      1: Anyway, try using my holotape to simply disable/re-enable the mod and check if that fixes things.
      2: So you're saying it's incompatible with Jump Key Input Mode? Or has iframes/AP cost/Slide also stopped working?
      In the latter case, I would expect that my mod's animation event registration would be unregistered due to Workshop Plus' temporary changes to the player race. However, I haven't investigated it yet, so please take this with a grain of salt.

      Workshop Plus may temporarily change the default jump height (and fall damage, I found in the comments). I also saw an incompatibility with the jet pack feature. It seems that there are more than a few users who have some kind of problem with the Flight function. It's not hard to imagine the complicated workarounds he had to take to make this work.
    6. cyan49
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      I can explain it. I was trying to keep the comment small.
      If it gets too long, I'll move it to Bugs, fixable or not.
  3. Sportmaster
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    Hi, verry good mod. You can unbind the roll key from melee attack and assign it to random? or tell me how to do it. Pleese)))
    1. cyan49
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      [Q&A]
      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.
    2. Sportmaster
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      Indeed, they pleasantly dodge the jump key, but there is no jump itself in battle. I have a good idea. disable forward roll for jump in the setings menu, like with melee mode
  4. KingstonPrince7
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    I'm getting an error from Garden of Eden just saying "GardenOfEdenVersion=Error", and I have the most recent versions of the mods, the required mods and Garden of Eden
    1. cyan49
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      So, "GardenOfEden.GetVersionRelease()" function returned -1, it means GardenOfEden is not installed correctly. In version 0.85 I included the return value in the error message just in case.
  5. TheWideMurloc
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    could it be possible to make the jump key input have a "jump while stationary or moving forward" setting?

    I want to try and combine this with the first person dodge mod so that the 2 dodges can work via the same inputs regardless of 1st or 3rd person
    1. cyan49
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      I'm sure I can do something with Actor Velocity Framework, but for now I've marked it as different concept, different behavior. This mod's dodge works without scripts, just animations, is highly responsive, and is as fast as possible.
    2. TheWideMurloc
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      Well the mod's great either way, and I can still jump in third person by holstering my weapon so it's not a huge deal, but if you ever get the time to add to this one, It'd be amazing to be able to be able to unify first and third person controls
    3. TANTRUM27X0
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      This idea is good! I asked for something different in your first person dodge (if "only when aiming" could work with it) but don't know if its even possible. If this is possible it would be great for this idea instead of mine. This would mean I could just use the 'jump key input" and all inputs would be the same for the two mods! 

      So unless something has changed and you can somehow get "only when aiming" to work with "jump key input" on this mod and the FPD mod (not likely) then their idea would be pretty cool to see someday.
  6. golballightning
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    i use the main files, des:"3 way direction step" is available for Melee. When I'm running forward, I can press the jump key for a forward roll.
    1. cyan49
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      You referred to [In Short] description.
      But yes, you're right, I would need to add the line "If Jump Key Input Mode," to [About Melee Dodge].
  7. qkkocjz2012
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    Thank you so much for the good work. But when I click on dodge while sneaking around holding a melee weapon, either holding down the left right or back button moves me forward and also overwrites the previous roll dodge (seems to be set by esp?). I deleted all meshes files as well and it still does this).
    1. cyan49
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      1: Are you using Main File only or Melee Dodge Roll Addon - 4 directions? (4 directions is in your download history but you didn't mention it.)
      2: Are you using Jump Key Input Mode? If not, it means ADS/Block Key Input, and there are differences with the original mod's behavior.
      3: Are you using Update/Optional/Miscellaneous/Old files from Simple Dodges - Sidestep Dodges and Dodge Rolls? Your download history lists the following files.
      Spoiler:  
      Show

      Audible Melee Dodge Rolls over Melee Sidestep, version 1
      Simple Dodges - Quicker Dodges, version 1
      Simple Dodges - Quicker Dodges, version 1
      Audible Melee Dodge Rolls over Melee Sidestep, version 1
      Simple Dodges - Rolls to Boost Dodge, version 1
      Simple Dodges - Quicker Dodges, version 1
      Simple Dodges - Loose Files, version v2.1b
      Simple Dodges - Loose Files, version v2.1b
      Forward-only Gun Bash, version 1
      Simple Dodges - No Melee, version v2.1b
      Simple Dodges (melee dodge rolls by default), version r2.1a
      Simple Dodges - BA2, version v2.1b
      Simple Dodges - Quicker Dodges, version 1
      Audible Melee Dodge Rolls over Melee Sidestep, version 1
      Forward-only Gun Bash, version 1
      Simple Dodges - Rolls to Boost Dodge, version 1
      Simple Dodges - Loose Files, version v2.1b
      Audible Melee Dodge Rolls over Melee Sidestep, version 1
      Simple Dodges - Rolls to Boost Dodge, version 1
    2. qkkocjz2012
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      Thank you for your response. I'll try it then in the Simple Dodges - Sidestep Dodges and Dodge Rolls and Main File only installation situation.
    3. qkkocjz2012
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      I tried it again, and using just the main file for the two mods(Simple Dodges and this mod), and found that when in ADS/Block Key Input, while sneaking around holding a melee weapon state, could not dodge backward or left or right, and as long as I held down the block button, it would move forward.
    4. cyan49
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      That's how this mod works. Similar questions and answers can be found on this page (or the next page). I feel that I should define "Not Jump Key Input Mode" as "Block Key Input Mode" and add a few lines to the mod description to avoid further confusion.
      If you are referring to the main file behavior, melee forward dodge rolls are triggered during sprinting or sneaking. It seems I forgot to mention it in the mod description, it works like this from version 0.32 (and version 0.63).
    5. qkkocjz2012
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      Thank you very much for your answers, overall it's a great mod!
  8. hottt3
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    Thanks for the mod! Will this mod work with a gamepad?
    1. cyan49
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      Q: Does this mod also support gamepads?
      A: Yes
  9. MartialWolf
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    Nice mod! But I would appreciate a dodge mod for power armor. :)
  10. hymlock
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    Is there a way to add an option to disable dodge WHILE aiming? I really need this option? Thank you for the fantastic mod!
    1. cyan49
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      What you want is "Inverted daim" in Miscellaneous files?
      Req: Main Files (ver0.64 or higher)
      Swap "only when aiming" to "only not aiming". Not for Jump Key Input Mode.
  11. MartialWolf
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    Hi there. Quick question, can use this with power armor?
    1. cyan49
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      No, because the original mod doesn't support power armor animations. That said, here is the draft changelog for the next update of my mod. Maybe I'll be able to release this soon.
      Spoiler:  
      Show
      1: Power armor jumping costs 10 AP and triggers 0.15s iframes, and also triggers Perfect Dodge if enabled. In the current version, it can only be changed with console commands, not with holotape options.
      2: Added "Power Attack Only" to Perfect Dodge option. If this is selected, it will only be available if the enemy is power attacking.