Modder HugeBoomer has kindly sent to me two key mapping files - one for the Xbox 360 controller and one for keyboard controls for use with the Fallout 4 Script Extender. They let you replace the VATS button with bullet-time, something that's been requested quite a bit here in the comments.
A mapping kindly provided by Fouracres will let you replace the Automove key ("X" key by default) with bullet-time.
Do note that F4SE is only active if you launch Fallout 4 through f4se_loader.exe.
I've uploaded these files in the Files section of the mod. Unfortunately I don't have any gamepads so I've been unable to test the keymaps, but they should be in order. Enjoy!
1.2: - Bullet Time can now be crafted at the Chemistry station, under Utility in case you lose the activator. - Higher AP costs added (60 AP/s - 100 AP/s) - Very Slow - 10% added.
1.1: - Recompiled with the Creation Kit. - Fixed bullet time causing thirst in Survival mode. - Fixed config item being given before the player has a Pip-Boy when starting a new game. (1.1a) - Compatibility with alternate start mods. (1.1b)
For those upgrading from 1.0, please completely uninstall 1.0 and make a clean save without the mod before upgrading. Please make sure that there are no loose files left behind.
Didn't receive / lost the Bullet Time activator? Check out the articles tab for: FAQs / Troubleshooting
MCM says Bullet Time is missing the plugin SlowTime.esp But I have the plugin, it's right there in the data folder. I haven't received the two aid items I'm supposed to get neither.
OH MY GOD I GOT IT TO WORK! I DON'T KNOW OR EXACTLY WHICH OF THE THINGS I DID FIXED IT OR HOW BUT I OPENED THE config.json IN Data\MCM\Config\SlowTime AND CHANGED THE NAME OF THE FILE SlowTime.esp IN \DATA TO SloowTime.esp THEN HIT ENTER AND THEN CHANGED IT AGAIN BACK TO SlowTime.esp AND THEN STARTED THE GAME AND NOW IT WORKS!!!
I'm having the same issue, only I have no freaking idea what you just said... could you explain that a little better please? I beg. I need my sandavistan.
This mod crashes game when you try to rebind 'Favorites' key or 'Quicksave' key.
I don't know why. I am using the Automove keymap file, and I can remap Automove just fine. But Favorites and Quicksave, and only those keybinds, crash the game if you so much as touch them.
Hi anyone who can read this or whatever or even the creator, how do i change the sound effect for the slow time, bcz i want to add the diavolo time skip sound im trying all day but im not making it can anyone help me plz?
look into the mod folder and search data/sound(i think) and in there was the wav file of the sound effect. if there is only one file thats it. replace it. but it has to be a wav file unless its different
there is a standalone mod here that just gives the sandy sound effect which i use alongside VAFS - Bullet time & Focus mod. Just search sandevistan sound effect. once you got it, look inside its file structure till you find the data/sounds i think and in there was the sound file in wav form
can someone tell me on how i can properly uninstall this mod, cause every-time i uninstall this mod, it still do slow motion bullet time, what can i do to stop this, also when i deactivate it, it still does the slow motion bullet time
I just started using this mod and it feels great. However it seems a little powerful. I'm not sure if there is a setting I'm missing or something but I can still activate bullet time with next to no AP. Granted, it doesn't last nearly as long as it does with full AP. As long as I have a sliver of AP left though, I can still activate it.
Shouldn't there be a maximum AP that you need to be able to re-enter Bullet Time? As it stands currently, I can just wait for my AP to regen to like 10-20 points and use it again. After AP is fully drained you get 5 full seconds of use before bullet time stops. Shouldn't bullet time stop immediatley once AP gets to 0? Why does it linger for a few seconds after?
That few seconds it gives is plenty of time to peek and line up a headshot or even multiple if you're careful enough. And being able to essentially spam the activation button means you can link together those 5 extra seconds to have esentially unlimiated bullet time. I understand this mod isn't really worked on anymore but is this a setting I'm missing or just how the mod is built to work?
After some testing it seems like the deactivation time and AP drain are both affected by the time slow effect itself.
For example, when using default settings of 30AP/s drain and 30% time dilation you should be able to keep Bullet Time active for 3 seconds when having 90 Action Points, however, once the slow effect kicks in the AP drain itself slows down to ~10AP/s and thus extending the effect to last 3x longer. Interestingly enough this seems to also affect the Bullet Time deactivation time as well. Once your AP reaches 0 there is around 3 second delay before it will deactivate itself with default settings. If you test it with time dilation set to 70% bullet time will deactivate itself upon reaching 0AP after around 1 second.
If you want to run the mod with the default 30% time dilation I would suggest setting the AP drain to 90AP/s. There is also a way to set minimum AP required for Bullet Time activation (see screenshot below). All you need to do it is to change the "Spell -> Slow Time Spell -> Slow Time Dispel" effect in xEdit to activate at 30AP mark instead of 0AP. It's not a perfect solution because if you'll activate Bullet Time while having exactly 30AP required it will still give you around 3 seconds of time slow instead of 1 second.
1623 comments
A mapping kindly provided by Fouracres will let you replace the Automove key ("X" key by default) with bullet-time.
Do note that F4SE is only active if you launch Fallout 4 through f4se_loader.exe.
I've uploaded these files in the Files section of the mod. Unfortunately I don't have any gamepads so I've been unable to test the keymaps, but they should be in order. Enjoy!
1.3:
- Full MCM support!
1.2:
- Bullet Time can now be crafted at the Chemistry station, under Utility in case you lose the activator.
- Higher AP costs added (60 AP/s - 100 AP/s)
- Very Slow - 10% added.
1.1:
- Recompiled with the Creation Kit.
- Fixed bullet time causing thirst in Survival mode.
- Fixed config item being given before the player has a Pip-Boy when starting a new game. (1.1a)
- Compatibility with alternate start mods. (1.1b)
For those upgrading from 1.0, please completely uninstall 1.0 and make a clean save without the mod before upgrading. Please make sure that there are no loose files left behind.
Didn't receive / lost the Bullet Time activator?
Check out the articles tab for:
FAQs / Troubleshooting
i already put the binds in the data folder
never mind i found out
But I have the plugin, it's right there in the data folder.
I haven't received the two aid items I'm supposed to get neither.
OH MY GOD I GOT IT TO WORK! I DON'T KNOW OR EXACTLY WHICH OF THE THINGS I DID FIXED IT OR HOW BUT I OPENED THE config.json IN Data\MCM\Config\SlowTime AND CHANGED THE NAME OF THE FILE SlowTime.esp IN \DATA TO SloowTime.esp THEN HIT ENTER AND THEN CHANGED IT AGAIN BACK TO SlowTime.esp AND THEN STARTED THE GAME AND NOW IT WORKS!!!
I don't know why. I am using the Automove keymap file, and I can remap Automove just fine. But Favorites and Quicksave, and only those keybinds, crash the game if you so much as touch them.
Works fine otherwise more or less.
Shouldn't there be a maximum AP that you need to be able to re-enter Bullet Time? As it stands currently, I can just wait for my AP to regen to like 10-20 points and use it again. After AP is fully drained you get 5 full seconds of use before bullet time stops. Shouldn't bullet time stop immediatley once AP gets to 0? Why does it linger for a few seconds after?
That few seconds it gives is plenty of time to peek and line up a headshot or even multiple if you're careful enough. And being able to essentially spam the activation button means you can link together those 5 extra seconds to have esentially unlimiated bullet time. I understand this mod isn't really worked on anymore but is this a setting I'm missing or just how the mod is built to work?
For example, when using default settings of 30AP/s drain and 30% time dilation you should be able to keep Bullet Time active for 3 seconds when having 90 Action Points, however, once the slow effect kicks in the AP drain itself slows down to ~10AP/s and thus extending the effect to last 3x longer. Interestingly enough this seems to also affect the Bullet Time deactivation time as well. Once your AP reaches 0 there is around 3 second delay before it will deactivate itself with default settings. If you test it with time dilation set to 70% bullet time will deactivate itself upon reaching 0AP after around 1 second.
If you want to run the mod with the default 30% time dilation I would suggest setting the AP drain to 90AP/s. There is also a way to set minimum AP required for Bullet Time activation (see screenshot below). All you need to do it is to change the "Spell -> Slow Time Spell -> Slow Time Dispel" effect in xEdit to activate at 30AP mark instead of 0AP. It's not a perfect solution because if you'll activate Bullet Time while having exactly 30AP required it will still give you around 3 seconds of time slow instead of 1 second.