Working for now. The issue I had with original versions was that they worked great for a while than just stopped working. I really hope this remains functional, this is try # 3 at least, maybe 4? Anyway thanks for keeping up the effort.
ESP has a typo in it that makes the mod susceptible to easy misinstallation by those of us who still install mods manually.
After "The" there is a double space that needs to be removed from the ESP (or you need to remember to put two spaces in your Plugins.txt).
Strongly recommend spacefiddle's suggestion of baking in .ini edits as well, it's odd that you didn't as it's one of the most extremely basic things you can do and your mod is far from basic.
Kudos for making melee bearable outside of just being used for sneak attack. The block system in this game has been beyond horrible for a long, long time.
Ease explain how to modify ini files without touching them. I am glad you like the mod. It took a lot of work to undersand what to do , but work as hell.
What is different in this reposted version than the original?
Why is the counterpunch only first person?
Also, do you know about the existing Countermove system?
My own mod Effective Melee Blocking uses shenanigans to get around the terrible twitchparry - but also adds things like, damage reduction of blocking scales with your Strength; more frequent Sync animations; fixes some broken Countermoves; and explains how to use the Countermove system which i'm pretty sure most people don't even know exists.
I intend to remove my workaround block solution from my mod in favor of recommending yours be used alongside it. Also the esp name is horrifically long lmao, but - did you know that if you include in your mod zip, the file The Real Solution to the Broken Melee System (Original).ini and have that file just be [Controls] fInitialPowerAttackDelay=0.25 fSubsequentPowerAttackDelay=0 that those values will be automatically applied when the mod is loaded? No need for anyone to manually edit their ini files 8) FWIW if you ever update again, it would probably be safer to just call the .esp and .ini something like TheRealMeleeCombatFix
What i usually do is name my plugins and files like spacefiddle-Mod_Name.esp so they can easily be found and all sort together in lists.
Those values must be set from you in ini file. This reposted version applies the fastwr Attack effect to Power Attacks too. You Just ha e tò hold block while pointing a target, and your character Will lower or rise the guard automatically to time enemy's incoming Attacks.
Dude i promise you, you do NOT need to tell anyone to manually edit the ini file. You can include it in the mod. There are a ton of other mods that include their own .ini files for this exact reason.
I am doing this right now. It works. You can check in game with the console, for instance getini "fSubsequentPowerAttackDelay:Controls" and it will return the current value.
By doing it this way the player's .ini file is unchanged, so if they screw it up or replace it or some other mod mangles it, this mod will still work, because it applies the settings every time the mod is loaded :)
I sent you a private message on Nexus, check it out when you get a chance.
I like the effect the mod has on the melee while holding block, you know, the removal of the excess inertia, any chance for a mod that does just that? as in, no effect on the block and no need to push on the block button?
Strange because i didn't touch animations but added unused ones to speed up the combat... A mod conflict maybe? I don't see any difference in sprinting animation anyway.
Sorry, I should clarify. My issue is a vanilla one. I was hoping you could work your magic on it too. The regular, on foot sprint animation plays when sprinting with raised fists in Power Armor. Which sucks as it feels and looks like you're taking baby steps really fast in a massive mech suit.
Awesome and Interesting, but ure missing few important things for who isnt an ini expert xd 1- fPowerAttackDelay = 0.25 fSubsequentPowerAttack Delay =0 in which ini do i have to add them? because i made a text search and i cant find them.. 2- if i have to add these lines, in which category i must add? exemple: General, Controls, Gameplay? or i must add them in both fallout 4 and fallout custom ini in the proper same category?
Edit: went to see ur older version of the mod and got my answer there :
tried using CTRL + F with the original values to fine them in the file, wasn't able to find either of them, level looked manually, no dice. am I missing something?
1st to comment 1st to endorse yey... i love it :) especially the combo sistem, is really damn nice... and if used with: 1- https://www.nexusmods.com/fallout4/mods/70647 simple dodges 2- https://www.nexusmods.com/fallout4/mods/19191?tab=files sneaky kills makes for a fantastic mele gameplay, but u have to solve some minor conflicts in f4edit :) is what i did :)
could you share what you changed for simple dodge? i managed to make the weapon dodges to work perfectly again but for melee dodge i have to right click like 3 or 4 times for the dodge to finally register edit: actually now that i tested it the dodge with melee is finicky even without this mod so all good i guess
Intorno animations, i integrate the unused dual attack of skyrim, then i made the proper conditions to make you dodge left, right or backward depending of movements while pressing both block and attack. I don't remenber if this mod version have it, but I "the real solution of broken melee system" there was some variante where dodge was avaible.
See, this is how melee combat should have worked in the first place.
Heartily endorsed!
Edit: Ran with this for a few days, and it was a blast. Then it just... stopped. I have no clue as to why this occoured; reinstalling it had no effect, nor did a clean save. Moved it to the bottom of my order, and nada. I'm stumped.
Hopefully it'll work on my next playthrough.
Further edit: Yep, new playthrough fixed it. Some arcane mod conflict no doubt; I tend to trim my order of useless or broken crap between new games, so whatever was causing the conflict went away.
35 comments
I am Italian, my english may be weird.
Remember that my mod don't touch any weapon, so it's compatibile with everything.
After "The" there is a double space that needs to be removed from the ESP (or you need to remember to put two spaces in your Plugins.txt).
Strongly recommend spacefiddle's suggestion of baking in .ini edits as well, it's odd that you didn't as it's one of the most extremely basic things you can do and your mod is far from basic.
Kudos for making melee bearable outside of just being used for sneak attack. The block system in this game has been beyond horrible for a long, long time.
I am glad you like the mod.
It took a lot of work to undersand what to do , but work as hell.
Put whatever changes you want in it, put it in the data folder next to your .esp.
Done.
Game will auto load it and it will override on launch.
Also, do you know about the existing Countermove system?
My own mod Effective Melee Blocking uses shenanigans to get around the terrible twitchparry - but also adds things like, damage reduction of blocking scales with your Strength; more frequent Sync animations; fixes some broken Countermoves; and explains how to use the Countermove system which i'm pretty sure most people don't even know exists.
I intend to remove my workaround block solution from my mod in favor of recommending yours be used alongside it.
Also the esp name is horrifically long lmao, but - did you know that if you include in your mod zip, the file
The Real Solution to the Broken Melee System (Original).ini
and have that file just be
[Controls]
fInitialPowerAttackDelay=0.25
fSubsequentPowerAttackDelay=0
that those values will be automatically applied when the mod is loaded? No need for anyone to manually edit their ini files 8)
FWIW if you ever update again, it would probably be safer to just call the .esp and .ini something like TheRealMeleeCombatFix
What i usually do is name my plugins and files like
spacefiddle-Mod_Name.esp
so they can easily be found and all sort together in lists.
This reposted version applies the fastwr Attack effect to Power Attacks too.
You Just ha e tò hold block while pointing a target, and your character Will lower or rise the guard automatically to time enemy's incoming Attacks.
I am doing this right now. It works. You can check in game with the console, for instance
getini "fSubsequentPowerAttackDelay:Controls"
and it will return the current value.
By doing it this way the player's .ini file is unchanged, so if they screw it up or replace it or some other mod mangles it, this mod will still work, because it applies the settings every time the mod is loaded :)
I sent you a private message on Nexus, check it out when you get a chance.
A mod conflict maybe? I don't see any difference in sprinting animation anyway.
1- fPowerAttackDelay = 0.25 fSubsequentPowerAttack Delay =0 in which ini do i have to add them? because i made a text search and i cant find them..
2- if i have to add these lines, in which category i must add? exemple: General, Controls, Gameplay? or i must add them in both fallout 4 and fallout custom ini in the proper same category?
Edit: went to see ur older version of the mod and got my answer there :
!!!VERY VERY VERY VERY VERY IMPORTANT!!!
You need to edit fallout4custom.ini file:
[Controls]
fInitialPowerAttackDelay=0.25
fSubsequentPowerAttackDelay=0
OR THE MOD WILL NOT WORKS.
fSubsequentPowerAttackDelay=0
They are still there, their original values are
fInitialPowerAttackDelay=0.3
fSubsequentPowerAttackDelay=2
Thank you for replying i corrected the description now.
1- https://www.nexusmods.com/fallout4/mods/70647 simple dodges
2- https://www.nexusmods.com/fallout4/mods/19191?tab=files sneaky kills
makes for a fantastic mele gameplay, but u have to solve some minor conflicts in f4edit :) is what i did :)
edit: actually now that i tested it the dodge with melee is finicky even without this mod so all good i guess
I don't remenber if this mod version have it, but I "the real solution of broken melee system" there was some variante where dodge was avaible.
Heartily endorsed!
Edit: Ran with this for a few days, and it was a blast. Then it just... stopped. I have no clue as to why this occoured; reinstalling it had no effect, nor did a clean save. Moved it to the bottom of my order, and nada. I'm stumped.
Hopefully it'll work on my next playthrough.
Further edit: Yep, new playthrough fixed it. Some arcane mod conflict no doubt; I tend to trim my order of useless or broken crap between new games, so whatever was causing the conflict went away.