About this mod
Melee and Ranged combat sequencer. Build custom melee combos or ranged fire-modes, and trigger them with a single button.
- Permissions and credits
- Changelogs
Flesh is fallible, but ritual honours the Machine Spirit.
- The Warnings of the Cult Mechanicus
Skitarius is a mod that allows you to execute a custom sequence of actions with only a single button, with a multitude of additional features.
It is recommended you read (or at least skim) this description page to ensure you understand how the mod works before using it.
Features:
Allows for setting custom melee sequences up to twelve steps in length
- Sequences can be applied globally (to all melee weapons), or uniquely per-weapon
- Up to eight unique keybinds can be set (four toggled, four held), each with their own sequence settings
- In addition to standard keybinds, the primary attack input can also be overridden with a sequence (acting as a ninth, held keybind)
- An optional and resizeable HUD element can be displayed to indicate when keybinds are active
- Sequences can be given custom cycle (loop) points, with extra options to modify the behavior of certain attacks
- Can automatically fire normal attacks, charged attacks, or special actions
- Same keybind/per-weapon customization options available as for melee weapons
- Automatic fire can be restricted to only affect weapons when aiming or hipfiring
- Weapon rate of fire is customizeable, with aimed and hipfire rates defined separately
- Custom charge levels can be set for charged attacks
- Optional global toggle which will auto-release charged attacks regardless of any other settings
Melee Settings:
Weapon Selection: The weapon which the current settings will be applied for. Select "GLOBAL" to apply to all weapons.
Keybind Selection: The keybind which will trigger the current settings.
Heavy Buff Modifier: If selected, this buff will be used for the "Heavy Buff Stacks" setting.
Heavy Buff Stacks: Heavy attacks will wait for this number of buff stacks before releasing. This setting is ignored if set to 0, or if the current weapon lacks the selected buff.
Special Required for Heavy Modifier: If enabled, heavy attacks will only check for buff stacks if the weapon's special action is active.
Cycle Point: When the sequence completes, the step specified by this setting will be used as the starting point for the next iteration of the sequence.
Reset Melee Weapon: When clicked, ALL settings for the currently selected weapon across all keybinds will be reset to defaults.
Reset All Melee Settings: When clicked, ALL melee settings will be reset to defaults, across all weapons and keybinds.
Ranged Settings:
Always Auto-Release Charges: When enabled, the mod will automatically fire at max charge regardless of any other settings. All other Ranged Settings are weapon and keybind specific.
Always Auto-Release Charge Threshold %: This is the threshold that will be used by the Always Auto-Release Charges setting. When Always Auto-Release Charges is enabled, this is effectively the maximum charge any ranged weapon can be charged to, as it will override other threshold settings.
Weapon Selection: The weapon which the current settings will be applied for. Select "GLOBAL" to apply to all weapons.
Keybind Selection: The keybind which will trigger the current settings.
Automatic Fire: The selected option will be triggered in rapid succession when the selected keybind is triggered. Options are "Standard", "Charged" (charged attacks), or "Special" (weapon's special action).
Charge Threshold %: A selection between 0-100; when charge levels reach the specified percentage, they will be released. This setting only applies to charged attacks made with the Automatic Fire setting, and do not impact the behavior of the Always Auto-Release Charges setting.
ADS/Hipfire Filter: When set to "ADS Only", the selected Automatic Fire will only trigger while aiming. When set to "Hipfire Only", it will only trigger when not aiming. By default, this is set to "ADS and Hipfire", which will always trigger the selected Automatic Fire when the keybind is triggered.
Rate of Fire % (ADS): Rate of fire to force upon the selected weapon when aiming.
Rate of Fire % (Hipfire): Rate of fire to force upon the selected weapon when not aiming.
Reset Ranged Weapon: When clicked, ALL settings for the currently selected weapon across all keybinds will be reset to defaults.
Reset All Ranged Settings: When clicked, ALL ranged settings will be reset to defaults, across all weapons and keybinds.
NOTE:
Weapons which are already automatic by default do not play nice with the Rate of Fire settings. There is a minimum window set by the game for how quickly the gun can attempt to manually shoot, and it cannot be overridden. If inputs are within this window, it fires at full firerate, regardless of input timings. If inputs are outside of this window, an extra delay is forced upon the weapon.
This means that Rate of Fire settings will not apply at all to these weapons until they are set low enough to push the weapon outside of its "minimum window", at which point the rate of fire drops drastically. There is unfortunately no way to achieve a rate of fire in between these two extremes for natively automatic weapons. This mechanic also applies to the charged attacks of Force Staffs.

Quick-Start Guide:
This mod was originally created to merge the functionality of UngaBunga, KeepSwinging,and FullAuto. Although it now offers much more, below are steps to easily replicate those mods for users interested in replacing them.
UngaBunga:
In Melee Settings, set the desired weapon's Step One to "Heavy Attack".
If you would like to block-cancel or special-cancel, set Step Two to either "Block" or "Special Action".
Skitarius has the same options as UngaBunga to allow charging Heavy attacks dependent on Thrust/Slow-And-Steady/Crunch stacks, with an additional toggle to only apply these modifications when the weapon's Special Action is active.
NOTE:
This mod may cause input conflicts when used with UngaBunga, and may not function properly as a result. It is recommended you disable UngaBunga while this mod is in use.
KeepSwinging:
In Melee Settings, set the desired weapon's Sequence Step One to "Light Attack".
FullAuto:
In Ranged Settings, set the desired weapon's Automatic Fire to "Standard" for automatic fire.
Similar to FullAuto, ranged weapons can also be made to fire charged attacks (if applicable) with the "Charge" option, or Special Actions with the "Special" option.
If a ranged weapon is incapable of charged attacks, setting Automatic Fire to "Charged" will do nothing.
Sequencing Information:
Sequences will be reset if the player is knocked out of their own combo by enemies (e.g. during stuns), and inputs will be delayed if the player is in a state which cannot execute the next step of the sequence (e.g. sprinting while attempting to perform an action that cannot be performed while sprinting). Sequences also do not know (or care) about the specifics of weapon combos, which is intentional to maintain their flexibility. This means that an input of "Light Attack" may produce the Light 1, Light 2, or Light 3 for a given weapon, depending on when the input is initiated - but the mod only is interested in knowing that a "Light Attack" was requested and should be performed. Using the Cycle Point setting can help to guide weapon-specific combos.
When building sequences, keep in mind that not all weapons are capable of following all possible sequences. The mod will dutifully attempt to execute any sequence you provide it with, but it may have improper results if the weapon itself cannot handle the sequence.
For example:
The Grenadier Gauntlet will not be able to execute sequences containing the "Block" action, because the Grenadier Gauntlet cannot block.
If you're unsure what a weapon allows, test it in the Psykhanium. If, after testing, you think the weapon should be capable of executing a particular sequence that the mod is refusing to perform, make a post about it and I can investigate.
Additionally, be aware that sequence steps are already at their "most simple" state. If you want to trigger a push-attack, you should just select the "Push Attack" step option, rather than attempting to "build" it from other steps. For example, selecting "Push" followed by "Light Attack" will make the mod perform each of these actions individually, rather than combining them into a push-attack.
Special Actions are handled uniquely compared to other steps, depending on the behavior of the current melee weapon. If the current melee weapon's Special Action is a normal attack or is not "activated" (e.g. Combat Axes, Heavy Swords, Devil's Claw Swords, etc.), then the Special Action will be triggered every time the mod encounters it in a sequence.
However, some weapons have Special Actions which are"activated" (e.g. Chainswords, Relic Blades, Force Swords, etc.). When these weapons are equipped, the mod will SKIP the Special Action step if the weapon's Special Action is already active, only executing the step when needed to activate the Special Action.
For an example:
If there is a defined sequence of SPECIAL -> HEAVY
With a Combat Axe equipped, the mod will execute SPECIAL -> HEAVY -> SPECIAL -> HEAVY -> ...
With a Chainsword equipped, the mod will execute SPECIAL -> HEAVY -> HEAVY -> ... until the Special is no longer active, at which point it will resume executing the SPECIAL step.
For Relic Blades, the Special Action is also skipped if the weapon is overheated.

Known Issues:
The mod can sometimes perform actions twice during missions, or seem to restart the sequence before it has completed:
This mod incorporates basic rollback code to handle desynchronization, but this can cause the appearance of malfunction during laggy games.
The mod relies on the game's state data to determine how to move through sequences. Whenever the server is out of sync with the player client, the server will force the game to re-simulate actions from the server's desired point in time, to ensure the client is in lockstep with the server. In doing so, however, all current action data is wiped, which would break this mod ordinarily. To avoid this problem, the mod stores a buffer of action and frame data; when the server rolls back the client, the mod pulls from this buffer to determine what the game state was at the time it rolled back to.
As an example:
If the mod executes an attack, and then the server tells the client to roll back three frames, if three frames ago the mod hadn't executed the attack, the mod will try to execute it again.
In circumstances where the action was entirely cancelled, this will salvage the action and ensure it is executed properly.
However, in circumstances where the rollback is just enough to upset the mod's sequence state, but not enough to actually interrupt the action, the mod can end up attempting to perform the action twice. This is being worked on.
If you are unsure whether a problem is being influenced by lag/rollback, test it in the Psykhanium - desynchs cannot happen in the Psykhanium, which makes it a "pure" testing ground.
Grenadier Gauntlet issues:
Grenadier Gauntlet will sometimes perform a single light attack prior to its special action if the special attack is the first action in its sequence for the "Override Primary Attack Input" selection, after a different keybind was triggered previously.