For version 1.9.2, _ScriptCore is now a requirement, so if you're getting a startup error then make sure that's installed, and also try hitting 'Reset Scripts' under REFramework ScriptRunner.
Q. Is it possible to somehow choose which melee attack the character uses? For example, could modifier + button A and modifier + button B be set to force a given melee for each, respective button combination?
The only shortcoming of the melee any time script is that, because some characters have short and long range melee attacks, the wrong kind of melee for a given situation can (and frequently does) activate -- example: HUNK's knife thrust (short range) when one of his running round-kick is needed.
Even if doing manually assigning a specific melee action would limit the character to just those, two melee attacks only, it would still be better in that customisable configuration, than purely random.
-- EDIT --
I figured out how to do it... In case anyone's interested, you just edit the "KickOpenDoors.lua" under the respective characters' names -- example: ch6i3z0 = { --H.U.N.K. front = { "Fatal.FatalKick.ch0_902_FATAL_KICK.chi3_general_7901_fatal_VerB", -- Sleeve stab (height directable)
This will force the knife thrust attack whenever attacking with the first "modifier + button" script (I used RB+A on the Xbox controller)... Incidentally, this melee attack is height-directable, allowing for hitting floored enemies (or aiming high).
Notes: - That camera angle dictates the "front, round, low" calls for attacks -- i. e., if the camera is point above horizontal, it'll do a "front" attack; if more or less horizontal, it'll do a "round" attack; pointed downward-ish, it'll do a "low" attack. - The low attacks (camera downward) override the other attacks and will always do whatever attacks are assigned to the "low" line. - Multiple attack types can be placed on any height and/or button -- it will cycle randomly between the whatever's there. - Krauser seems a bit inconsistent, as he still uses his "knife" attacks, even if they are not listed / commented out.
This Might Help If You Experience Crashing When using this mod with the Dodge and Roll mod
Installed the latest REFramework mod and still experience crashing. Finally I discovered what mod was making conflicts when using both Kick and Dodge mods, it was the "Advanced Weapon Framework mod".. The latest versions of this mod is causing conflicts and crashes. I installed the version that was released in July/2024. Now the game runs smooth no problems.
I believe I am also a victim of this mod causing crashes, basically every other loading screen 50% of the time. Sometimes I don't even get to play, boot, load game, crash. I have the latest Framework and all similar mods including Dodge and ScriptCore. This mod is really awesome, but currently makes the game too unstable for me.
I am on Windows 10, Nvidia Graphics card with latest drivers, Steam using big pictures, playing in 4k, plenty of resources. Notable mods include Third Person Rifles, Enhanced Manual Flashlight, Hairstrands in Mercs, AWF, Classic Stagger Pack, iFrames. Plenty more.
Try and load the mod / script in isolation, without any other mods or scripts, so as to test if it's actually the mod causing the issues. For me, it works fine. However, it was indeed bugging out with the "Enhanced Manual Flashlight" mod installed -- that latter mod caused many issues for me, and I deleted it as such. There is also a bug where, when you load in, the character gets stuck in place and just jitter when you try to do anything -- that bug needs a game re-start to clear (not sure what causes it... probably just an intermittent thing).
So, for me, this mod does indeed work on the latest version of the game (after that March 4, 2024 update), together with the dodge/roll, manually holster weapons, Ultimate Trainer, and relentless enemies mods (the "Ganado rush" script needs to be off, however -- it causes crashes).
/!\ This mod does not work with the "Dodge / Roll / Evade" mod -- if both mods are active, it causes the game to freeze at the main menu screen after loading in. /!\ This does work with the dodge / evade mod -- I think another mod was causing the bug.
PS: Is it possible to force one type of melee action to be executed -- example: HUNK's stab...?
on the current version i cant seem to melee doors properly and most times theres a run up and kick which doesnt work for point blank ranged enemies cause you run right past em. wasnt an issue on the last version. is there a setting i can fix or maybe a mod i can change? im tired of getting killed by this lol. any solution will do
My game crashes when loading a save with this installed. I have ScriptCore installed (via Fluffy) and the latest version of REFramework installed. I've tried installing this with Fluffy and putting the mod in the REFramework game files; no difference either way, still crashes while loading a save. When installed with Fluffy and hovering over the option to enable this mod, a red warning pops up on the top of the page saying it will overwrite some files from ScriptCore. Not sure if that has anything to do with it.
I wish I got this bug. I cant fix it because I don't. Also, if it says it's overwriting anything from _ScriptCore, you must be installing an old version of this mod somehow, maybe by accident. Check your mods folder. Get the latest REFramework from the REF nightly page.
So I got it to work! I enabled the mod through Fluffy (made sure REFramework was updated first), got to the game main menu, pulled up the REFramework UI, then deactivated the mod under script runner checkbox. Loaded into game, then enabled the mod via script runner, and it immediately worked! It's awesome btw, thank you very much for the mod and responding!
Using Kick Open Doors - Melee Anytime + Dodge Roll and Sprint + Snappy Controls together, all the mods are working well, all installed via Fluffy Mod Manager.
Thank you alphaZomega for making these awesome mods!
This + relentless enemies + dodge and sprint produce so much replay value to the game. It's insane. I truly appreciate you and the other modders's hard work in this game.
234 comments
If you are crashing, make sure your REFramework is the newest version from
https://github.com/praydog/REFramework-nightly/releases
Q. Is it possible to somehow choose which melee attack the character uses? For example, could modifier + button A and modifier + button B be set to force a given melee for each, respective button combination?
-- EDIT --The only shortcoming of the melee any time script is that, because some characters have short and long range melee attacks, the wrong kind of melee for a given situation can (and frequently does) activate -- example: HUNK's knife thrust (short range) when one of his running round-kick is needed.
Even if doing manually assigning a specific melee action would limit the character to just those, two melee attacks only, it would still be better in that customisable configuration, than purely random.
I figured out how to do it... In case anyone's interested, you just edit the "KickOpenDoors.lua" under the respective characters' names -- example:
ch6i3z0 = { --H.U.N.K.
front = {
"Fatal.FatalKick.ch0_902_FATAL_KICK.chi3_general_7901_fatal_VerB", -- Sleeve stab (height directable)
This will force the knife thrust attack whenever attacking with the first "modifier + button" script (I used RB+A on the Xbox controller)... Incidentally, this melee attack is height-directable, allowing for hitting floored enemies (or aiming high).
Notes:
- That camera angle dictates the "front, round, low" calls for attacks -- i. e., if the camera is point above horizontal, it'll do a "front" attack; if more or less horizontal, it'll do a "round" attack; pointed downward-ish, it'll do a "low" attack.
- The low attacks (camera downward) override the other attacks and will always do whatever attacks are assigned to the "low" line.
- Multiple attack types can be placed on any height and/or button -- it will cycle randomly between the whatever's there.
- Krauser seems a bit inconsistent, as he still uses his "knife" attacks, even if they are not listed / commented out.
Installed the latest REFramework mod and still experience crashing. Finally I discovered what mod was making conflicts when using both Kick and Dodge mods, it was the "Advanced Weapon Framework mod".. The latest versions of this mod is causing conflicts and crashes. I installed the version that was released in July/2024. Now the game runs smooth no problems.
I am on Windows 10, Nvidia Graphics card with latest drivers, Steam using big pictures, playing in 4k, plenty of resources. Notable mods include Third Person Rifles, Enhanced Manual Flashlight, Hairstrands in Mercs, AWF, Classic Stagger Pack, iFrames. Plenty more.
So, for me, this mod does indeed work on the latest version of the game (after that March 4, 2024 update), together with the dodge/roll, manually holster weapons, Ultimate Trainer, and relentless enemies mods (the "Ganado rush" script needs to be off, however -- it causes crashes).
/!\ This mod does not work with the "Dodge / Roll / Evade" mod -- if both mods are active, it causes the game to freeze at the main menu screen after loading in. /!\
This does work with the dodge / evade mod -- I think another mod was causing the bug.PS: Is it possible to force one type of melee action to be executed -- example: HUNK's stab...?
delete mod , manual install re framework , script core and this mod , load a save game no crash
Also, if it says it's overwriting anything from _ScriptCore, you must be installing an old version of this mod somehow, maybe by accident. Check your mods folder. Get the latest REFramework from the REF nightly page.
Using Kick Open Doors - Melee Anytime + Dodge Roll and Sprint + Snappy Controls together, all the mods are working well, all installed via Fluffy Mod Manager.
Thank you alphaZomega for making these awesome mods!