Fallout New Vegas
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Slippy

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slippyguy

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63 comments

  1. ArtyIF
    ArtyIF
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    this mod breaks VATS in a way that right click does nothing anymore. you have to mouse over to the "Return" and then click it to exit and undo actions. JIP SF has no such issue
  2. EPDGaffney
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    You went into xEdit and deleted your scripts?  I was trying to make my mod compatible with yours but now I have to make guesses.  Anybody that knows how to script wouldn't need to steal your scripts, and anybody that can't script wouldn't know what to do with them.
    1. slippyguy
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      and anybody that can't script wouldn't know what to do with them.
      Incorrect, because I know of at least one instance of someone ripping my scripts out of my mod -- whitespacing, comments, variable names all included. All they had to do was recompile them and pass them off as their own, and they did.

      That said, if the mod ever needs updating again, the scripts will be restored because I'm too lazy to keep removing them. How exactly do you need compatibility?

      Everything is handled with HoldControl and ReleaseControl, so IsControlPressed 6 will give you the current aiming state. It's no different from holding down the aim control manually, except that it auto-releases it during a reload animation.

      As an aside, GetPCUsingIronSights and GetPCUsingScope would be the best solution above using IsControlPressed 6
    2. EPDGaffney
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      All right, I'm not going to get into a debate on stealing scripts.  I appreciate the information.  The main thing I wanted to check was whether you'd found a reliable way to check these things using events or if you had a quest script running.  I did try isControlPressed 6 earlier and found it more reliable than certain animation checks but I'm still testing.

      The mod in question is Aim View Switcher which switches to first-person when aiming and back to third afterwards.  It works more or less perfectly using events, though I think with the functions now it could be cleaned up more.  However, it sometimes gets mismatched with your mod, so I wanted to see exactly how you were doing your switches and match to it, as it seems to be the mod people are talking about when they ask me about making toggle-aim work with my mod.
    3. slippyguy
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      It's all event driven except for reloading and holstering the weapon both cancelling the toggle

      For reloading, ReleaseControl is called and then this is called to re-toggle your aim after the reload finishes. If reload cancelling is disabled, this is skipped
      scn ToggleAimReloadFunc

      begin Function {}
       if (ToggleAim.bToggled && GetAnimAction != 9 && GetAnimAction != 17)
       Call ToggleAimSetFunc 1
       SetGameMainLoopCallback ToggleAimReloadFunc 0
       endif
      end

      For holstering, this is called when you press the reload control but doesn't do anything until it's held for 0.5 seconds/the value in the INI.
      scn ToggleAimHolsterCancelFunc

      begin Function {}
       if (IsControlPressed 7 && ToggleAim.bToggled)
       set ToggleAim.fHolsterTimer to ToggleAim.fHolsterTimer + GetSecondsPassed

       if (ToggleAim.bHolstering == 0 && ToggleAim.fHolsterTimer >= GetINIFloat "Main:fHolsterTimer")
      DBPrintC "Toggle Aim: Player is attempting to holster while aiming"
      Call ToggleAimSetFunc 0
      set ToggleAim.fHolsterTimer to 0
      set ToggleAim.bHolstering to 1
       endif
       else
       set ToggleAim.fHolsterTimer to 0
       endif

       if (ToggleAim.bHolstering)
       if (PlayerREF.IsWeaponOut)
      PlayerREF.SetWeaponOut 0
       endif

       if (PlayerREF.IsWeaponOut == 0)
      set ToggleAim.bHolstering to 0
      SetGameMainLoopCallback ToggleAimHolsterCancelFunc 0
       endif
       endif
      end

      The ToggleAimSet function is just a shorthand for setting ToggleAim.bToggled and HoldControl/ReleaseControl at the same time

      What's likely happening is that I'm using controls and you're using keys, which are slightly different. Keys should be used for anything that isn't covered by controls, and control detection in other cases
    4. EPDGaffney
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      Thanks a million.  I'll look over this and see if I can pinpoint where I'm not matching you.

      For testing, right now I just have
      SetOnPlayGroupEventHandler ({int iAnimGroup} => callAfterSeconds 0 ({} => ToggleFirstPerson (isAnimPlayingEx 3 0 4 || GetPCUsingIronSights || isControlPressed 6 || getAnimAction == 9))) 1 player aimwhich so far works perfectly except when bReloadCancel is disabled in your INI, if the player reloads there will be a jarring split-second in between reloading and going back to aiming where the camera is in 3rd-person.  Unless that was before I added isControlPressed 6, in which case the problem became that if you tap the aim button during reloading, my mod doesn't catch it.

      So, I've tentatively 'solved' this by repeating the call 0.3 seconds later in addition to the first call at 0 seconds later (which is the next frame).  Hoping that sorts it all out but it feels hacky.

      Ah no, I always used controls in hopes they'd catch controllers, which now they finally do except only the default layout, so fully supporting controllers is still kind of a nightmare.

      Anyway, what is getAnimAction 17?  That's not listed on the wiki.  Could that be the missing piece, perhaps?
    5. slippyguy
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      It's an undocumented action for round-per-round reloads
    6. EPDGaffney
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      Huh, I definitely needed that 17 anim.  I had no idea about that one.  Well, this version doesn't feel as snappy as my original version, but as a compatibility mode it's probably fine, at least for the time being.  Scratch that, it's just as snappy now.
  3. BlackCatCowboy
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    Hello! Is this safe to install mid playthrough? Or does it require a new game/clean save
    1. slippyguy
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      It's safe to install at any time
  4. Thepieman87
    Thepieman87
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    I had problems like what Jeffear had below. Removing this mod fixed them all up, weird yelling when ADSing, flashbangs, debug text in the top corner. Might just be that many mods share a way to get into debug mode. 
    1. slippyguy
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      I can't reproduce any of those issues listed, not to mention they don't make any sense from a logical standpoint. I can load up the mods he listed just fine.

      Even if, for example with PN's Enhanced Vision, I intentionally set the hotkey to my aim key, the night vision toggles on and off as you would expect. Turns on when I toggle my aim, turns off when I toggle off my aim.

      What's more than likely happening is someone has hit their mod limit, which causes a wide variety of seemingly random problems.
    2. Thepieman87
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      I aint gonna claim to know any of the spaghetti code that makes up good ol FNV or any of its mods, just reporting that I had those issues, and that after disabling this mod in particular everything ran fine. I've installed more mods since then with 0 issues, and I'm running the mod limit fix below the max. Re-enabling this mod causes all the same issues to reappear again, even loading it last. I previously had no issues with this mod, so maybe it's just the nature of the FNV/gamebryo spaghetti.
      If my FNV wasn't so borked I would totally be using this, cheers for making it for all us toggle-ers slippy. 
  5. somotchaua
    somotchaua
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    Wasn't Jip Selective fire already have this feature and more? How does this different from Jip Selective fire's feature?
    1. slippyguy
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      Not everybody installs large mods to enable the single feature they want.
    2. somotchaua
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      While i get your point, i don't think 35kb mod could be consider a big mod.
      P/s: also sorry for necro :P
    3. slippyguy
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      File size is not what I was referring to
    4. dawborn
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      somotchaua, are you sure togle aim is included in jip selective fire? i tried looking for it in mcm and couldnt find it. if you know where it is would you mind letting me know as id love to use it :)
  6. cornbreadpie
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    You're an absolute boss, besides the melee issue talked about below this mod's perfect for me.
    1. slippyguy
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      Toggling block is an option in the INI now
  7. PuppetVaysa
    PuppetVaysa
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    Could you make another version that removes the toggle blocking of melee weapons?
    1. slippyguy
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      Sure
  8. Jeffear
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    If anyone using this mod is getting bizarre messages in the top left like "switched to single key pressing" and "Radius: 15 Fade: 0.70 R: 255, G: 182, B:66 Subtract," check to see if you're using "Dynamic Pipboy Light" ( https://www.nexusmods.com/newvegas/mods/64023 ). For some reason, running that alongside this mod causes those messages to spam the screen whenever you're aiming; disabling Dynamic Pipboy Light should solve the issue.

    EDIT: It also causes problems with Project Nevada's enhanced vision; cycling through different vision modes will cause "Is this the right actor?" to appear on the top left of the screen. It seems like this mod somehow causes other mods to display their dev's debug messages.
  9. abi008
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    Do you have fallout 4 by any chance? No one made toggle aim for it unfortunately.
    1. slippyguy
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      I do own it, but I wish I didn't
  10. BreadOnTheBeach
    BreadOnTheBeach
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    This mod is cool and all but I want to be able to toggle aim using Right Stick as my aim button. Seeming as I cannot I just uninstalled the mod. I was really hoping there would be a separate option in the controls to toggle the toggle but it only works with Left Trigger.
    1. slippyguy
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      1. You can uninstall the mod just fine, untick the esp
      2. Please read the description in regards to rebinding your controller button.