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Nagrom0ne

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Everything posted by Nagrom0ne

  1. Leave it to Bethesda to have several skills related to Unarmed combat... but no way to quickly switch to fists! I was wondering if it would possible to mod in a way to quickly switch to fists like you would any other weapons. I guess the most simple thing would be a keybind to unequip your current weapon. Alternatively, I found out that the item ID 000001F4 is the weapon ID of "Unarmed Human". The command "player.equip 000001F4" does "equip" the fists, however, the item is marked as "no name" while equipped, and doesn't appear in the inventory, and thus can't be bound to a quickslot. But if there was a way to bind the console command to a single button, it would effectively work as switching to fists. I have checked, and the item 000001F4 "No Name" does benefits from the boxing perk, so it's properly flagged as unarmed. I've been trying to find a way to create custom bindings, but I've come up quite short so far. Anyone knows how this could be achievable?
  2. Anyone knows what might be causing the bug where you can't do melee combo while using a Sandevistan OS to slow down time? I messed around with the melee attacks in the contexts.ini, to no avail. After testing a bit, I noticed that if I triple-click, V will swing once, then, around ~1 second later, will do another start swing, instead of comboing. Note that it doesn't happen with the charged/strong attack combo: V will alternate left and right swings properly. It would seem like slowing down time break the game's input reading somewhat: my guess would be that the combo buffer is messed up, somewhat. The animation of swinging isn't slowed down, but the game reads the inputs at the slowed down speed, and the issue is that that speed is longer than the buffer window. By buffer, I mean the window during which the game will interpret a click as following up on a combo, as such: [AAA>>>!BBB>>>!CCC] The brackets represent the maximum duration during which a combo can be inputted.. A, B and C represents, vaguely the swinging animation of each part of the combo, with> representing the small window after the animation during which a click will still register as continuing the combo. If you click anytime before !, the game should, theoretically, interpret it as you continuing the combo. The problem is, once slowed down, the game does something a little like this, I think: [AAA>>>!BBB>>>!CCC] [1111111111111>>>>]!222222222222222>>>>>>!3333333333333333 ABC still represent the animation that is played on the screen, while 123 represent how the game is processing them, slowed down like the rest of the environment. Except the bracket, the maximum window to input a combo, didn't move. So your swinging animation plays out a normal speed, but the game logic is processing the combo slower, and by the time it process the second attack, the buffer window for a combo is over, causing a normal swing instead of the second-hit in the combo. Of course, I might be totally off, but at the very least, this is how I understand it to work. (or not work, rather.) Not sure if this is something this could be fixed from the player side without proper modding tools, though.
  3. That could be a big ask, as animations would have to be made from scratch. UNLESS, and it's a strong possibility given the state of the game, those animations already exist, and where abandoned due to time constraints. The game is already full of half-baked content. Heck, there's a a phantom 6th skill tree you can hover and hold F on as if to distribute attribute point to it. It would not surprise me if more finishers already exist in the datafiles, and could be put back into the game.
  4. So, while I was updating the crafting time thanks to the help of https://www.nexusmods.com/cyberpunk2077/mods/155, I figured I might as well tweak some more stuff here and there. Mainly, I wanted to change the stupid double-tapping the "weapon wheel/ switch weapon" button to sheath/holster to another button. 'Cept something is weird. In the IputContext.ini, you have these lines: <!-- Script only gives 0.25 seconds to read this so tighter tap requiremets --> <multitap action="HolsterUnholster" count="2" uptime="0.125" downtime="0.125" /> Except this is a dummy (I think that's the right word?) line, as no matter how I altered it or even removed it, the behavior for holstering stayed the same in game: double tapping the weapon wheel button. I was suspicious of that, since "HolsterUnholster" doesn't appear in either the Context or UserMapping inis, and it isn't linked to either "WeaponWheel" or "Switchitem", the two script bound to this button. Another orphan line, with seemingly no actual button or script attached to it is: <hold action="EmptyHands" timeout="0.2" /> Due to the name, I wonder if it's linked somehow to "HolsterUnholster" action, but the fact that's it's a hold action is weird. Anyway, there you have it: Holstering/Unholstering is: A- Not a regular keybind, as it doesn't have an actual entry in the inputcontext.ini or inputusermapping.ini B-Always bound to double tapping the weaponwheel/ switchitem button. I'm sure some of y'all smarties can figure this one out, but I'm just confused as to why it's treated differently.
  5. Not really an actual french maid outfit, but the best one can do without proper modding tools. http://www.nexusmods.com/fallout4/mods/1565/?
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