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jjdoorframe

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  1. jjdoorframe
    jjdoorframe
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    Please note:

    Walking might require setting a secondary keybind and pressing it once to toggle a walk state for your character before "Hold 2 Walk" starts working. It's a very strange behavior with game code, but should be enough to do it just once.

    Example: Press C while playing. It will toggle walking on, then Shift will function correctly as a "Hold 2 Walk".

  2. Jussychan
    Jussychan
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    Working fine,

    Thanks you kind sir
  3. NorthernWind
    NorthernWind
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    Do you think it would be possible to make this exact thing but for object grabbing? currently if you hold down the pick up button you enter "Manipulate objects mode", but I preferred oblivion's system where you held down the button to move objects and let go to let go, partially because this allowed you to more effectively throw objects, but also because it made it far easier to place objects in the correct orientation by moving them over the target area then simply releasing the button to make them drop.
  4. bashkov
    bashkov
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    I'll be back when you figure out always walk, hold to run or always walk hold to sprint (no run) either way suits me I'm waiting eagerly <3
    1. palgea
      palgea
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      2nd this! Would love to have a hold to run button with walking as default. The solution could be to copy how vanilla does it. There you can toggle walk/run with one button, and also have a hold to run button. So if you want to run and sprint, you could toggle from walkin to running and then hold the sprint button. Or something like that...
  5. gmjimstacey
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    The toggle walk works perfectly when using the keyboard, as it should, since that is a game default. However, when using a controller (which is my instrument of choice), it works... kinda. It works, but it's a bit strange. I tried your pinned message, and that still didn't fix it for me. Basically, the behavior I'm seeing is that whether I have two key binds, or one - it doesn't seem to matter -  I have to press the key bind a random amount of times (like somewhere between 1 and 8 times usually) until the toggle actually takes hold. So for example, if my toggle walk button is "C", and I have "hold" set to false in the config, I press C a few times until it actually sticks. Kinda weird. With the keyboard, I just press "C" one time to toggle walk or run as expected, but with the controller, I have to hit "C" multiple times until it takes hold. I would "imagine" it's something to do with the analog nature of the joystick, versus the boolean nature of the config, but I dunno. It also resets when I go into or out of the menu, or into a new cell, which makes it a bit challenging to work with. Hahaha

    If this is what you were referring to in your "Not Supported" section, then I guess I just didn't quite understand it. Haha 
  6. OverMaid
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    can I disable the press to run in the controler? I wanted to hold to run only on the keyboard, presses the directional lever of my controler for a long time I'm afraid denifies

    ty for the mod
  7. wolfstriker
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    Possible to have hold function on same key as toggle function with a double tap? With a double tap on W character switches walk/run while holding it uses the hold 2 action effect.
  8. Zaz6
    Zaz6
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    It's perfect and even functionally splits up the walk hotkey to be a toggle & hold if you set secondary keybind!
    Thank you!
  9. PunyM0rtal
    PunyM0rtal
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    Thank you so much for this! 
  10. masasaito18
    masasaito18
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    What exactly do you set to true/false in the main.lua to enable/disable a "hold-to-action"?
    1. masasaito18
      masasaito18
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      Nvm. Somehow I missed the config
  11. Torllay
    Torllay
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    Why not enable Mod Manager?