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ejams

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ejams

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22 comments

  1. rolloLG
    rolloLG
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    It seems to work better than other similar mods for me: won't even require UE4SS-Settings.ini: HookProcessInternal = 1.
    Here UE4SS becomes VERY unstable with the "ProcessInternal" hook active (Game Pass 0.411.142.0), and the game will often crash on quit creating a .dmp file in UE4SS.dll location, so I like this simplified mod.

    My recommended settings for a slightly more dramatic, yet smooth feeling:
    -- Duration in milliseconds
    hitStopDurationMs = 140,
    -- Slowdown factor - 1.0 is game default
    hitStopSlowMo = 0.16,

    Would be possible to extend it to NPC/Creatures when hitting player too? Just an idea...
  2. Yazush
    Yazush
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    Is it possible to get a compatibility patch with Dramatic Death or add somehow this effect with your mod ? The combo would be perfect to add real impact and immersiveness to a warrior character. 

    Thanks. 
  3. Rathearia
    Rathearia
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    Anyone using this with EOB collection? I can't get either HitStop mods to work no matter what I try. All my other ue4ss mods are working fine.
    1. ejams
      ejams
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      Are you installing it manually or through a mod manager? I tried re-packaging it for mod managers but it doesn't work properly with MO2, not sure about vortex. I recommend just doing it manually by dragging it into the ue4ss/mods/ folder. The default settings should make it pretty obvious it's working but you can also emphasize the effect by increasing the duration in the config file temporarily
    2. Rathearia
      Rathearia
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      I did install it with vortex and then verified the location, which was correct. However for some reason uninstalling the mod through vortex then manually installing as per your suggestion somehow fixes it. I'm confused but I'll take the win. Thanks!
  4. mhernandezg93
    mhernandezg93
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    Don't know what im doing wrong but didn't manage to make it work. Original mod works perfectly but i want to add the bow effect.
    1. ejams
      ejams
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      Sorry there was a bug in the config file, it should work now
    2. IvorySonSlayer
      IvorySonSlayer
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      wasn't working for me pre-update either, now it is! thank you!!
  5. TalsEdd
    TalsEdd
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    For the mod to work with Vortex, the top level directory should be OblivionRemastered\
    You can also package it like the original HitStop mod, starting from ue4ss folder, below:

    📁 ue4ss
    📁 mods
    📁 SimplifiedHitStop
    1. ejams
      ejams
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      Interesting, I tried it now and it still doesn't work via MO2 properly but it is closer although I think that is a limitation of the oblivion plugin right now. Updated this in 1.2
  6. DeathWrench
    DeathWrench
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    [06:16:23.8487516] [Lua::execute_file] lua_pcall returned LUA_ERRRUN => error loading module 'config' from file 'E:\SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods\SimplifiedHitStop\Scripts\config.lua':
    ...es\Win64\ue4ss\Mods\SimplifiedHitStop\Scripts\config.lua:5: '}' expected (to close '{' at line 1) near 'hitStopSlowMo'

    This seems to have fixed it:
    return {
        hitStopDurationMs = 180, -- Duration in milliseconds
        hitStopSlowMo = 0.3,     -- Slowdown factor - 1.0 is game default
        ignoreSpells = true,     -- When true, will not cause hitstop on bow or spells
        ignoreBow = true
    }
    1. ejams
      ejams
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      Ah forgot the commas, thank you! Fixed in 1.2
  7. jeromeJrm
    jeromeJrm
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    As i said in your previous post, ExecuteWithDelay does not assure a successful change of the timescale. It just delays the execution, but in case of lag or other unforeseen events the issue can still occur. I have already fixed the mod by adding a check if it actually is the desired value. The update will come around today.
    1. TalsEdd
      TalsEdd
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      So this mod is now obsolete, or has this mod changed something or added some other feature, not apparent in the other?
    2. jeromeJrm
      jeromeJrm
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      It's not obsolete, you can use either, just different things.
    3. ejams
      ejams
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      Yea I figured I would just post what I had since it was working quite nicely for me is all
  8. Kellhus2019
    Kellhus2019
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    Thanks. The Remastered was supposed to have a hit reaction too but it was lacking.
  9. firesyrup
    firesyrup
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    Could these mods adjusting time scale temporarily (or time dilation to be more specific) cause issues with time scale mods that change how long a day / night takes?
    1. TalsEdd
      TalsEdd
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      Was going to ask the same, I am currently using Adjusted Timescale and would like to know if they could conflict in any way?
    2. ejams
      ejams
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      From what I can tell no they shouldn't conflict. This mod is implemented on the unreal engine side using UE4SS to adjust the unreal engine variable whereas the mod linked for the length of a day is within the oblivion data. That mod slows down the scale of a day but that doesn't cause a slow motion effect, if that makes sense.
  10. arm3n
    arm3n
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