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File credits
Ryan for his code to execute console commands from SKSE powerofthree for code to load inis Borgut1337 for his code to detect gamepad buttons
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Changelogs
Version 1.2
Pressing the keys will trigger power attacks only one time.
Added setting to trigger power attacks while the key is being held.
Trigger power attacks using a custom key. This is my first mod using SKSE, because I didn't like too much the alternative to trigger power attacks that I implement the last week. The way this mod triggers power attacks is similar to OCPA, but this mod only includes 3 keys to trigger right, left and dual power attacks.
Settings You can change the keys used by this mod editing the included INI file. The keycodes can be found here: Input Script.
;Press X to trigger right-handed power attacks. Right Hand = 45 ;Set -1 to disable.
;Press C to trigger left-handed power attacks. Left Hand = 46 ;Set -1 to disable.
;Press V to trigger dual wield power attacks. Dual Wield = 47 ;Set -1 to disable.
;You can trigger power attacks only when this key is being held. Combo Key = -1 ;Set to -1 to disable.
;The key will not do anything until previous power attack is done. Wait Power Attack = 0 ;Set to 0 or 1. Default is 0.
;Trigger power attacks while the key is being held. Hold Continuous Power Attack = 0 ;Set to 0 or 1. Default is 0.
Issues When a custom key is pressed, this mod executes a console command with the power attack action based on the pressed key: player.pa ActionRightPowerAttack player.pa ActionLeftPowerAttack player.pa ActionDualPowerAttack This command by default prints on console the conditions for each attack and if it was successful, so pressing the key will spam this text on console.
Another issue is that doesn't work well with left-handed weapons, I tried to fix, but I don't know that much about idles. The 2 idles that doesn't work fine are: player.playidle LeftHandPowerAttack player.playidle LeftHandPowerAttackForward
With MCO there is a problem triggering H2H right power attacks.
Compatibility I used a template from MrowrPurr, so it uses CommonLib NG. I tested it on AE 1.6.640, but it should work with older versions.