A first person dodge mod that works by Actor Velocity Framework. Hotkeys and Jump Key Input are available, the latter supports keyboards and gamepads. Requirements: "Actor Velocity Framework" + "Garden of Eden Papyrus Script Extender"
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
Translate permission to Freedomwingss
File credits
jarari, author of Actor Velocity Framework. LarannKiar, author of Garden of Eden Papyrus Script Extender. toounx, slide sound is from Tactical Action Extension Package.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
First Person Dodge - Actor Velocity Framework - Simplified Chinese
Changelogs
Version 0.591BETA
Added a slightly redundant double check that calls the setup function in this mod on every game load, to deal with some unknown mod breaking registered events or something on every game load. (Still no clue as to what other mods could be causing the issue and it's not reproducible on my side.)
Version 0.590BETA
Allow iframes 0.0s (Disabled).
Version 0.580BETA
1: Fixed an issue where pressing keys while not moving would dodge in the last direction. 2: Minor optimizations to the scripts, mainly the setup function of this mod.
Version 0.570BETA
Added "Stop Sneak After Slide" option.
Version 0.560BETA
1: Changed Animation default to "Melee And Firearms". 2: VATS input during Slide consumes extra AP Cost and triggers a 0.5 second slow time. AP Cost is equivalent to Dodge. 3: Added "FirstPersonDodge_" as sender to GoE/F4SE installation error notification message. Now at least you know where this message is coming from. 4: Minor improvement to add holotape to player immediately after exiting Vault 111. 5: Minor changes to slide sounds.
Version 0.550BETA
1: New firearms dodge animation uses GunDown/GunUp. 2: Added minor options. Added: Fake Jump Camera Shake (Disabled or Low or Medium or High) Added: Slide Camera Shake (Disabled or Low or Medium or High) Added: Power Armor Dodge (Enabled or Always Fake Jump) (3: Renamed "Slide With Power Armor" to "Power Armor Slide".)
Version 0.540BETA
If Garden of Eden Papyrus Script Extender 17.1+, new functions replace direction check from papyrus to condition functions to improve response.
Version 0.530BETA
1: Partial bug fix for compatibility with AVF version 1.52+ fixes leg crippled issue while sliding downhill. 2: "FPSDodgeAPCheckPerk" is hidden because it is intended to be a hidden perk.
Version 0.520BETA
1: Added 2500 and 3000 to Velocity options. 2: Added "Slide With Power Armor" option. If you don't like sliding with power armor, you can disable this. 3: Possibly fixed an edge case where when toggling the camera at the same time as triggering a Fake Jump, the jump height would get stuck at 0.0 until the camera was toggled again. 4: Improved reliability of falling animation fixes while sliding. 5: Gravity option has been omitted. Because this option is basically redundant for this mod.
Version 0.511BETA
Hotfix: Fixed an unintended shift/alt/hotkey input behavior that occurred in version 0.51 where dodge was triggered even while standing.
Version 0.51BETA
1: Added "Simple" and "Advanced" options to slide. "Advanced" includes some physics stuff, i.e. sliding has different results depending on whether it is done uphill/downhill. 2: Change to stop AP regen while sliding. This is done by dealing 0.01 damage to AP several times. 3: Fixed an issue where bash/power attacks while sliding did not consume AP. 4: Fixed an issue that caused the falling animation to become temporarily stuck when falling while sliding.
Version 0.50BETA
1: Added "Slide". Triggered by sprinting while sneaking, has 1.5x AP cost and 1.2 second iframes. 2: Added "Boost Dodge/Jump". (Air Dodge has been reworked as Boost Dodge.) Old: If jetpack, allow dodge in the air. New: If jetpack, do 4-way dodge (Boost Dodge) or vertical dodge (Boost Jump) whether on the ground or in the air. If sneaking + forward, triggers dodge even if Boost Jump is enabled. If blocking, triggers dodge even if Boost Jump is enabled. If not moving, Boost Jump can still be triggered. 3: Added camera shake effect to dodge. Changed Animation option to "Melee Only/Melee And Firearms/Disabled". (So I think the firearms animation has become redundant at this point.) 4: Changed Jump Key Input behavior. If sneaking + forward, triggers dodge even if Fake Jump is enabled. If blocking, triggers dodge even if Fake Jump is enabled. If not moving, Fake Jump can still be triggered.
Version 0.40BETA
1: Added "Jump Key Input", this input supports gamepad. If moving = dodge, if not moving (or forward) = fake jump. This fake jump is a vertical dodge, similar to the default jump height. As of version 0.40, the fake jump height option is not implemented. 2: Improved iframes responsiveness.
Version 0.30BETA
1: Added "Hot Key Settings". At this point, only one hotkey can be registered. (49 keys listed.) If the hotkey you want to register is not listed here, search for DirectX Scan Codes and type "set FPSDodgeHotKeyGV to XXX". 2: Changed "Left Alt Input" to disabled by default. This does not affect current games.
Version 0.20BETA
Added Air Dodge. Requires Jet Pack, quick testing confirmed it works with non-power armor jet pack mods.
Version 0.11BETA
Minor fix: Fixed an issue where melee dodges in power armor would cause footsteps to play twice. Minor fix: Fixed an issue where results between "A+W" and "W+D" and "D+S" and "S+A" keys were inconsistent. In other words, in version 0.11BETA, while moving diagonally forward, the result is always forward instead of something like left or forward.
[Description] This is an attempt at modding using Actor Velocity Framework, and as mentioned above, the mod is in BETA. It's all script so the responsiveness isn't great, but it works. (I think this responsiveness comes from the move direction check method, not from the Actor Velocity Framework. If Garden of Eden Papyrus Script Extender 17.1+, new functions replace direction check from papyrus to condition functions to improve response.)
Dodge is only available in "First person, weapon drawn, while moving, current AP equal to or greater than AP cost, not jumping."
"FPS Dodge features" - iframes, AP Cost, Animation, Velocity.
"Holotape" - All features can be changed/toggled with a holotape. (not MCM.) ;Holotapes are automatically added to your inventory, or you can use a chemistry station and craft it in the "utilities" (or "settings"?) category.
"Jump Key Input" - This input supports keyboard and gamepad. If moving = dodge, if not moving (or forward) = fake jump. This fake jump is a vertical dodge, similar to the default jump height.
"Hot Key Settings" - At this point, only one hotkey can be registered. (49 keys listed.) If the key you want to register is not listed here, search for DirectX Scan Codes and type "set FPSDodgeHotKeyGV to XXX". (Console Command)
"Left Shift Input/Left Alt Input" - This is a leftover input option from earlier versions. Compatible with Jump Key Input or Hotkeys input.
"Boost Dodge/Jump" - If jetpack, do 4-way dodge or vertical dodge whether on the ground or in the air. Animation does not play on the ground.
"Slide" - Triggered by sneaking while sprinting, has 1.5x AP cost and 1.2 second iframes. ;About Simple/Advanced options: "Advanced" includes some physics stuff, i.e. sliding has different results depending on whether it is done uphill/downhill. However, you can lose sliding velocity due to cracks or pebbles in the ground. Choose whichever is better for you.
VATS input during Slide consumes extra AP Cost and triggers a 0.5 second slow time. AP Cost is equivalent to Dodge.
[Notes] "Jump Key Input" - This system dynamically changes the game setting "fJumpHeightMin" that defines the jump height. You can change the default jump height with "Set Default Jump Height" or the console command. Also, "1stPJumpRoot" and "PowerArmor1stPJumpRoot"in IdleAnimation has been edited. Generally speaking, it's still conflict-free.
[Q&A] Q: Does this mod work with power armor? A: Yes Q: Does this mod support gamepads? A: No Yes. "Jump Key Input" supports keyboard and gamepad. Q: Your other dodge mod has (insert something here), so why is the answer No? A: Due to: different concepts/technical issues/features under test/looking for alternatives/etc. Q: Does this mod work together with Simple Dodges Addon F4SE - iframes - AP cost - etc? A: Yes, except for the different concepts between mods. Q: Is it possible that Double Tap Input will be available? A: I haven't found a stable and responsive way to get Double Tap Input working in Fallout 4. (I had to reinstall Cry of Fear from Steam to double check if the sluggish responsiveness was acceptable or not.) Q: Why my feet are not visible while sliding A: Because your feet don't exist in the first person camera?