Yes, in race section of CK. Open humans and power armor. Go to attack section. Turn attacks into power attacks and how much AP they use. Careful doing so, other mods that touch those 2 races will be incompatibile.
Thanks for the update. Looks awesome. Fo4 become better in melee then skyrim and cp2077.. Do you remember this?: "Fallout 4 isnt good fighter"..yeah. Bulsh.. ..sadly i cant give another endorse,so.. +2 . Heil to the king!
Melee fix animations for Ultima mod (HITSTOP&more)
https://www.nexusmods.com/fallout4/mods/90361
I was thinking, i can write better descr.for meleemuzzle flash and second hitspeed or upload example if you want. Im ending with someone else work on compl wpn jamming with proper anims, so sry for my fast descript. Have good time my friend.
maybe i will take a look. it does touch something i edited? Also, the trick to speed up animations, are actually 3 animations unused in game: 1 attack blend out 2 attack blendout2hm 3 attack blendout1hmShort. These, using right conditions do what ii did, but they are vanilla's stuff and smooth vanilla attack animations. There is a huge probability that using them associated with other non in game animations may cause freezes or an absurd attack speed.
No i hope. Muzzle flash is thru mostly unused magic(i must look to this, but iam sure it was unused i my "bit" longer modlist) Second swing is also added magic. ..but you are "key"master, iam just animation maniac.. Thats why i need your help with 2b.) need some leads like example "working" version you did already before
Edit: i will add more corect description on melee fix anims page
if it can help, there are 4 attack states: state 0, is when you are not attacking. state 1 is when the attacks begin and where your character, in my mod detect when interrupt an attack or a block to begin to block when attack state is 2. state 2 is when the swing almost hit the target. stte 3 is when the swing goes at it's max depth. state 4 is almost = state 0, but is when the weapon is getting back to the right position. The functions in my mod are like getattackstate =1 or 2 or 3 or 0 depending of what i whished to do. the other detail is that you have to choose to make it run on subject or target or player and so on.
Surely this can help alot. Thx.. I can look to it, but how you get it to 2b? Thats prbly outoff my skills i must say.. You have much more exp.with these.. I can help with other things. Or i will try.)
add this condition Wornhaskeyword and then in the label with wrote INVALID, you click on it and choose weapontype2hmmelee or add another condition that says hastowhandedweaponequipped =1 don't use them togheter instead use the last one in addition to this one Isweaponinlist and then on INVALID label, click on it and search weaponmeleelist or something similar. This because the board weapon has for some reason 1HMMelee weapon as keyword and using the 2hmmelee keywork don't assure that what you want to do is applied on all 2 handed weapons.
Thanks for that. But can you please do examle for me? It is very hard to me cause i must begin from start without 2 examples to compare..
I can do example plugin for muzzle flash. (I must ask robotized for permission first- i use his script, i will surely try to ask him) Second hit- edited vannila magic effect added to attacker - this can be uploaded hpfly without permission And hit shake is effect thru muzzle flash.. So again permission from robotized. Agro demoralization is my new, needs testing, but looks fine i hope for release in short time. If you can do 1stperson 2b useful (as unparry/stager for unpary/ parry...anything) you will be my hero, and i will repay my depts
Got idea- i can do another modder resource without hard work with permissions right? With credit should be ok..so if you like any abowe i can upload it.. Got another i forget before- realistic knocking effect for heavy melee. And hitstop (ap cost) after 2-3 Landed attacks (much more for unlanded). Then (0ap) quick regen comes to scene.. Thru magic effect again. This can be also used if you like for your mod (ap cost without changes) i will gladly upload modder resource for it. Have a nice day
now we didn't understand each other. These effects are added thru other edited mods or its my creation. Iam just saying it works very well with yours. And iam offering them as repay for your help with 2b.. Iam doing what i can budy.) just sey what do you like , and i will work on it for you.
I wanted to pay for your help. I didn't mean to be rude. I just want to make melee great with your mod as base in 1stplace. Bye for now my Italien friend
Don'tget me wrong :) I am not saying you are rude, Just i dodn 't understand your ideas about improving melee combat. You mean tò delegate some parry animations tò dual Attack as i said? But you would like tò do It with your custom animations, am i right? Please help me tò understand :)
Thats right.) i really need your help with 2b. There is no use for it in vanilla (1stperson) and you did it already before, so you have much more experience with these buttons moding then i have.
Understood. Trust me, Is not that hard tò do but a mess to explain...probably i Will work on it on weekend or Christmas's holiday... I work 9 or 10 hours per day and workout at least 2 hours per day 6/7 or 5/7... So my time Is a bit limited but i can do this.
so i'm not sure if it's cause i use the horizon mod or not, however, holding both buttons still blocks but won't attack. i have to manually use the attack which sometimes cancels block. i'm using a razor x-box controller if that maters. i've placed it before and after horizon just in case however neither makes a difference so i just have it load last.
edit: oh yea i'm now using the newest compatibility mod it's acting the same for me
I love how this mod fixed the vanilla issue of walking forward and meleeing which did this automatic dumbass charge attack animation that screwed up the flow of combat.
Unfortunately the animations for the Mr. Handy buzz blade still have this issue which completely ruins the use of the weapon. Basically I just want to be able to walk and attack like normal with the weapon and any weapon mods the use it's animation WITHOUT the annoying charge-spin attack.
doing this will change the animation set. maybe remove Automatic too for the buffs that may affect automatic weapons? the weapon mods will be super weak without the speed so they would need buffs. any legendary effects targeting melee automatic weapons would need balancing too if you want to remove their auto keyword.
I was thinking to delegate that "saw" attack from ripper only to that dual command i restored, with the right conditions and right adjustment i can make it. But i need to keep my changes to Human and power armor races. I set that that ripper attack deals just 25% damages than it's regular attack power. and then change the ripper's damage, multiplying by 4 times. does mean that it's continuous saw attack deals the usual damage, but other kind of attacks deal 4 more times than the continuous saw attack. This means that other mods that touch ripper CAUSE incompatibility for sure.
I went through FO4Edits and lowl is right, deleting those Keywords kind of just broke the animations, lol. (No big deal I fixed it)
To clarify: The Buzzsaw animations in 1st Person work fine. (As when you walk and press the regular attack button you just rev the saw which is perfect) But 3rd Person if your walking Frist THAN press the regular attack button you'll Swing the whole Buzzsaw (I just want to rev it while walking)
I'm still looking to see if there is a specific Keyword that I'm missing, but not sure what it might be. XD
Ripper 3anims(attackStart, attack, attackStop) Are like holly grail for improving melee combat i think. Its unused "other" way then ripper in vanilla game (and nexus). This anims can be removed, added, changed- already tested. also the stats can be edited corectly for normal attacks- done hopefully- but for sure, it needs Alot more work, balancing and testing.
To Legatus - There is way for sure- 1)use Melee fix anims mod 2) use autoaxe 3)set all weapons to other than 2hmwide 4)3rd animations must be redone- 2hm wide to ripper anims. Standalone AutoAxe Ripper.) --In meleefixanim mod is 2hmwide slot for standalone weapon&anims already.(2h katana)
.. Vanilla ripper isnt standalone weapon(and comes with lot bugs). There are 2 facts. Ripper and Auto Axe(mod) use different animations for this "move".. So it can be standalone and "ripper only". But..) (Fo4 melee needs recategorization. This weapon parrying with other weapon cause most trouble i think. So keywords and anims in my opinion)
Amazing. U'r king man.) thx I will reply how it work P.s. do you think it is even posible to find some use for 2 btn. in firstP.? Just stil thinking about this
2btn means 2 buttons? Sure you can, you can do whatever you want with them. A year ago i used fighting using some parry animations assigned to dual attack depending by direction i moved the character....But camera keep moving and that's irritating after a while. A good thing was that performing those parried animations on command stopped the stagger animation to counter attack. But to me was a trash, i dumped it after a week.
Maybe this evening i rework It. Advise: parries animation move your camera. Kep doing them my beome frustrating, that's the reason i tossed It away a year ago
Your compatible version has a simpledodge form with a bunch of links to deleted files and an animation with a requirement <=100% random. these probably dont affect the game. is it fine for me to delete the 100% random percent requirement from my esp or is there something that uses that chance thingy?
87 comments
Open humans and power armor.
Go to attack section.
Turn attacks into power attacks and how much AP they use.
Careful doing so, other mods that touch those 2 races will be incompatibile.
Do you remember this?:
"Fallout 4 isnt good fighter"..yeah. Bulsh..
..sadly i cant give another endorse,so..
+2 . Heil to the king!
(HITSTOP&more)
https://www.nexusmods.com/fallout4/mods/90361
I was thinking, i can write better descr.for meleemuzzle flash and second hitspeed or upload example if you want. Im ending with someone else work on compl wpn jamming with proper anims, so sry for my fast descript. Have good time my friend.
Also, the trick to speed up animations, are actually 3 animations unused in game:
1 attack blend out
2 attack blendout2hm
3 attack blendout1hmShort.
These, using right conditions do what ii did, but they are vanilla's stuff and smooth vanilla attack animations.
There is a huge probability that using them associated with other non in game animations may cause freezes or an absurd attack speed.
Second swing is also added magic.
..but you are "key"master, iam just animation maniac.. Thats why i need your help with 2b.) need some leads like example "working" version you did already before
Edit: i will add more corect description on melee fix anims page
state 0, is when you are not attacking.
state 1 is when the attacks begin and where your character, in my mod detect when interrupt an attack or a block to begin to block when attack state is 2.
state 2 is when the swing almost hit the target.
stte 3 is when the swing goes at it's max depth.
state 4 is almost = state 0, but is when the weapon is getting back to the right position.
The functions in my mod are like getattackstate =1 or 2 or 3 or 0 depending of what i whished to do.
the other detail is that you have to choose to make it run on subject or target or player and so on.
Wornhaskeyword and then in the label with wrote INVALID, you click on it and choose weapontype2hmmelee
or add another condition that says hastowhandedweaponequipped =1
don't use them togheter
instead use the last one in addition to this one
Isweaponinlist and then on INVALID label, click on it and search weaponmeleelist or something similar.
This because the board weapon has for some reason 1HMMelee weapon as keyword and using the 2hmmelee keywork don't assure that what you want to do is applied on all 2 handed weapons.
I can do example plugin for muzzle flash. (I must ask robotized for permission first- i use his script, i will surely try to ask him)
Second hit- edited vannila magic effect added to attacker - this can be uploaded hpfly without permission
And hit shake is effect thru muzzle flash.. So again permission from robotized.
Agro demoralization is my new, needs testing, but looks fine i hope for release in short time.
If you can do 1stperson 2b useful (as unparry/stager for unpary/ parry...anything) you will be my hero, and i will repay my depts
Got another i forget before- realistic knocking effect for heavy melee.
And hitstop (ap cost) after 2-3 Landed attacks (much more for unlanded). Then (0ap) quick regen comes to scene.. Thru magic effect again. This can be also used if you like for your mod (ap cost without changes) i will gladly upload modder resource for it. Have a nice day
Just mention that whatever you are doing may come from my work.
Well thank you then but i think i don't understand what do you mean tò do...
I am italian buddy, be patient Please...
I am not saying you are rude, Just i dodn 't understand your ideas about improving melee combat.
You mean tò delegate some parry animations tò dual Attack as i said?
But you would like tò do It with your custom animations, am i right?
Please help me tò understand :)
Trust me, Is not that hard tò do but a mess to explain...probably i Will work on it on weekend or Christmas's holiday...
I work 9 or 10 hours per day and workout at least 2 hours per day 6/7 or 5/7...
So my time Is a bit limited but i can do this.
your mod got featured in this video
edit: oh yea i'm now using the newest compatibility mod it's acting the same for me
Unfortunately the animations for the Mr. Handy buzz blade still have this issue which completely ruins the use of the weapon.
Basically I just want to be able to walk and attack like normal with the weapon and any weapon mods the use it's animation WITHOUT the annoying charge-spin attack.
But i need to keep my changes to Human and power armor races.
I set that that ripper attack deals just 25% damages than it's regular attack power. and then change the ripper's damage, multiplying by 4 times.
does mean that it's continuous saw attack deals the usual damage, but other kind of attacks deal 4 more times than the continuous saw attack.
This means that other mods that touch ripper CAUSE incompatibility for sure.
I went through FO4Edits and lowl is right, deleting those Keywords kind of just broke the animations, lol. (No big deal I fixed it)
To clarify:
The Buzzsaw animations in 1st Person work fine. (As when you walk and press the regular attack button you just rev the saw which is perfect)
But 3rd Person if your walking Frist THAN press the regular attack button you'll Swing the whole Buzzsaw (I just want to rev it while walking)
I'm still looking to see if there is a specific Keyword that I'm missing, but not sure what it might be. XD
Thanks Again!
Are like holly grail for improving melee combat i think. Its unused "other" way then ripper in vanilla game (and nexus).
This anims can be removed, added, changed- already tested. also the stats can be edited corectly for normal attacks- done hopefully- but for sure, it needs Alot more work, balancing and testing.
To Legatus
- There is way for sure-
1)use Melee fix anims mod 2) use autoaxe
3)set all weapons to other than 2hmwide
4)3rd animations must be redone- 2hm wide to ripper anims.
Standalone AutoAxe Ripper.)
--In meleefixanim mod is 2hmwide slot for standalone weapon&anims already.(2h katana)
(Fo4 melee needs recategorization. This weapon parrying with other weapon cause most trouble i think. So keywords and anims in my opinion)
I will reply how it work
P.s. do you think it is even posible to find some use for 2 btn. in firstP.?
Just stil thinking about this
Sure you can, you can do whatever you want with them.
A year ago i used fighting using some parry animations assigned to dual attack depending by direction i moved the character....But camera keep moving and that's irritating after a while.
A good thing was that performing those parried animations on command stopped the stagger animation to counter attack.
But to me was a trash, i dumped it after a week.
Advise: parries animation move your camera.
Kep doing them my beome frustrating, that's the reason i tossed It away a year ago
these probably dont affect the game.
is it fine for me to delete the 100% random percent requirement from my esp or is there something that uses that chance thingy?
Delete it, it does nothing.
Yes.) so this way it could be useful in 1st person. I would like to buy you coffee for that mod.