For some reason, the mcm menu wasn't showing up for me really wanted to use this but wanted to disable the perception modifier because it felt a little unbalanced for me really cool mod though I love the targeting change, if I could get some advice on why it might not be showing up I'd definitely reinstall.
The new option is added to the original mod's MCM menu (and is also saved to the original mod's INI). It's under Just Mods - Bullet Time - Time Multipliers.
Please Sticky this, it took me awhile to find it. I was actually going to stop using this mod because any perception multiplier makes bullet time unbearably slow when combined with the Wired Synapses from CyberJAM.
For myself, I just set the normal time multiplier to 0.75 and the perception modifier to 0.05. That way you get the vanilla JBT time mult of 0.5 at 5 PER. This works fine with CyberJAM, and you can consider it the recommended settings.
So I'm not sure as to what perks exactly work with the bullet time and delved down, here goes:
Commando: -25% Gun Spread
Gunslinger: -25% Gun Spread
Wired Reflexes (FO3): -25% Gun Spread
Plasma Spaz: +20% attack speed
Sneering Imperialist: +3% Crit Chance
Lonesome Road: -10% Gun Spread
Camarader-E: -5% Gun Spread
Miss Fortune & Mysterious Stranger as described
Sniper, Hobbler, Center of Mass
Concentrated Fire
I'm assuming the VATS AP cost perks work because the script calls the game functions that already calculates the VATS AP cost of stuff, that's why stuff like Math Wrath doesn't have to be explicitly mentioned
Okay, this is exactly what Bethesda and Obsidian should have done to implement VATS. My only complaint really is that I wish there was a version there could work with the singular 'JustBulletTime.esp' file rather than the 'JustAssortedPack.esp' pack.
Maybe there's something I'm not seeing but if this applies to just Bullet Time, shouldn't it only rely on the single esp file rather than whole pack?
A version compatible with standalone JBT is certainly possible, I just don't really want to do the extra work required to maintain it. You're welcome to make it on your own if you want, and feel free to upload it to the Nexus if you do.
i'm not a fan of using "bloated" mods either, but in this case everything you don't need can be easily disabled with the MCM, so there really is no reason to not use just assorted pack
Would you add a cyberpunk like CD management? Regen AP for each eliminations. It would be fun if it was an item to purchase in the store to use instead of being able to access right off the bat.
Do you think it's possible to make it like an expensive implant to be bought from the New Vegas Clinic so there's no need for the perk upgrades to get it?
The fix doesnt fix anything. I still need to shoot the target for the VATS-like targeting system to show. I have everything updated, still doesnt work.
78 comments
- Commando: -25% Gun Spread
- Gunslinger: -25% Gun Spread
- Wired Reflexes (FO3): -25% Gun Spread
- Plasma Spaz: +20% attack speed
- Sneering Imperialist: +3% Crit Chance
- Lonesome Road: -10% Gun Spread
- Camarader-E: -5% Gun Spread
- Miss Fortune & Mysterious Stranger as described
- Sniper, Hobbler, Center of Mass
- Concentrated Fire
I'm assuming the VATS AP cost perks work because the script calls the game functions that already calculates the VATS AP cost of stuff, that's why stuff like Math Wrath doesn't have to be explicitly mentionedMaybe there's something I'm not seeing but if this applies to just Bullet Time, shouldn't it only rely on the single esp file rather than whole pack?
You mean the Grim Reaper's Sprint perk?