Shootdodge: The Sequel 1.0
250
18
250
18
Thanks to jedijosh920 for the original mod
Help me to test and give your feedback on the beta version on my NexusMods
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video available above.
Features:
How to Install:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder. Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: a slow-mo mod will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted.
New! Physics mod or ragdoll mod will affect this mod. The jump height and push forward force when diving are indeed affected by physics mod, you need to adjust the forward and upward forces in the config to suit your game if you use one. I discovered this when developing 1.1 beta, I ran out of RAM so I removed openiv asi, in-game without mod the force is smaller than when the the mods folder loaded.
Changelog:
1.0.
Help me to test and give your feedback on the beta version on my NexusMods
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video available above.
Features:
- Featuring bullet HUD (texture by Dragononandon at Nexus Mods)
- Bullet Meter acts as a limit to balances gameplay, forces you to think strategically
- Weapon drains bullet meter differently, Pistols drain slower compared to Rifle
- Bullet meter will be filled very slowly to balance gameplay
- Killing people will fill the time meter faster, so keep killing!
- Sound effects implemented
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
- Now you can't activate it when on fist, melee, and thrown explosives (see Bugs)
How to Install:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder. Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
- The mod still suffers from inconsistent forces like the older one. I've tried to minimize it but to no avail. This bug makes flying sometimes very low and short, sometimes normal
- The character tends to float upward when starting shootdodge on uneven terrain or surface (stairs/slopes) hence the tightening on height limit before ragdoll. So, please keep away from stairs or slopes when shootdodging and if you ever get stuck try to change your weapon to unarmed
- Mistakenly choosing melee weapons in the middle of diving will break animation
Incompatibility: a slow-mo mod will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted.
New! Physics mod or ragdoll mod will affect this mod. The jump height and push forward force when diving are indeed affected by physics mod, you need to adjust the forward and upward forces in the config to suit your game if you use one. I discovered this when developing 1.1 beta, I ran out of RAM so I removed openiv asi, in-game without mod the force is smaller than when the the mods folder loaded.
Changelog:
1.0.
- Tightened the height limit to ragdoll and some limitations to reduce bugs around stairs/slopes
- Sound overhaul: added heartbeat sfx, ambient sounds reduced when shootdodging, removed loud gun bang on the intro
- Configs overhaul: forces and timescale can now be adjusted, added adjustable HUD update delay to lighten script load
- Running vs walking will produce a slightly different boost unless the inconsistency bug breaks the forces.
First Uploaded: May 16, 2024
Last Updated: May 22, 2024
Last Downloaded: 4 hours ago
9 Comments
Thanks to jedijosh920 for the original mod
Help me to test and give your feedback on the beta version on my NexusMods
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video available above.
Features:
How to Install:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder. Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
Incompatibility: a slow-mo mod will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted.
New! Physics mod or ragdoll mod will affect this mod. The jump height and push forward force when diving are indeed affected by physics mod, you need to adjust the forward and upward forces in the config to suit your game if you use one. I discovered this when developing 1.1 beta, I ran out of RAM so I removed openiv asi, in-game without mod the force is smaller than when the the mods folder loaded.
Changelog:
1.0.
Help me to test and give your feedback on the beta version on my NexusMods
I like cheesy action movies and the shootdodge mod is great. Unfortunately, it's outdated so I took the initiative to revive it to SHVDN3, then I added some stuff that I think the mod needed for balancing the gameplay, to make it work like skill.
Showcase video available above.
Features:
- Featuring bullet HUD (texture by Dragononandon at Nexus Mods)
- Bullet Meter acts as a limit to balances gameplay, forces you to think strategically
- Weapon drains bullet meter differently, Pistols drain slower compared to Rifle
- Bullet meter will be filled very slowly to balance gameplay
- Killing people will fill the time meter faster, so keep killing!
- Sound effects implemented
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Config for changing time scale and dodging forces
- Character will stay prone on the floor in aiming mode on landing unless move keys are pressed
- Now you can't activate it when on fist, melee, and thrown explosives (see Bugs)
How to Install:
Inside the rar there are 3 things: Shootdodge.dll, Shootdodge.ini and the Shootdodge folder. Put all of them into /scripts folder, the usual for script mods, located in gta main folder
After installation, In-game you can activate Shootdodge with J. You can change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
This script was made on game version 3179
Bugs:
- The mod still suffers from inconsistent forces like the older one. I've tried to minimize it but to no avail. This bug makes flying sometimes very low and short, sometimes normal
- The character tends to float upward when starting shootdodge on uneven terrain or surface (stairs/slopes) hence the tightening on height limit before ragdoll. So, please keep away from stairs or slopes when shootdodging and if you ever get stuck try to change your weapon to unarmed
- Mistakenly choosing melee weapons in the middle of diving will break animation
Incompatibility: a slow-mo mod will conflict if activated simultaneously. Tested SilverFinish's KillCam, it works but after Kill Cam, the dodging will end too because the time reverted.
New! Physics mod or ragdoll mod will affect this mod. The jump height and push forward force when diving are indeed affected by physics mod, you need to adjust the forward and upward forces in the config to suit your game if you use one. I discovered this when developing 1.1 beta, I ran out of RAM so I removed openiv asi, in-game without mod the force is smaller than when the the mods folder loaded.
Changelog:
1.0.
- Tightened the height limit to ragdoll and some limitations to reduce bugs around stairs/slopes
- Sound overhaul: added heartbeat sfx, ambient sounds reduced when shootdodging, removed loud gun bang on the intro
- Configs overhaul: forces and timescale can now be adjusted, added adjustable HUD update delay to lighten script load
- Running vs walking will produce a slightly different boost unless the inconsistency bug breaks the forces.
First Uploaded: May 16, 2024
Last Updated: May 22, 2024
Last Downloaded: 4 hours ago
Cool to see it updated, you should update more things possibly!
@oax Thanks, I'm interested in fixing the dual wield, but idk when
You know, this is actually dope, but I think the shootdodge jump is too big, if you want it to last more, make the slowdown slower, also, instead of the slowly going down into the floor, it could be a good idea to just activate euphoria at the end of the shootdodge, which is what max payne 3 does
@thalilmythos probably will put back the adjustable force and time from the old mod, but for the euphoria nope, I would've done that because I know the gravity and landing is ugly but activating euphoria will just ragdoll the character directly and you lose the "aiming on the floor like max payne" feature. I've changed these little things from the original jedijosh one because this how I see max payne but the engine/script limitation(the diving animation requires you to lock the aim which will be turned off when activating ragdoll/euphoria) wont allow me, hence the imperfection my friend.
@mbahdokek Dayuuum!! This has been the week for kickass scripts. Thanks for this!! Unfortunately I can't use it and need to use the older version since too many of my favorite mods can't use latest versions of Script Hook V .NET. is it possible to make this compatible with Script Hook V .NET 3.5.1 please?
@gtavjamal sorry man you can use the original mod tho from jedijosh, this one is targeted for new game version
You should update the house robbery mod that he made, all the icons on the map screen make my head hurt...
@jazzysoggy12 it's house invasion. Have you tried danistheman262 house robbery it's newer, I use that in my game
@mbahdokek It's a good mod, and I'll start using House Robbery when I come back to GTA 5, but from the trailer they posted it seems like NPCs don't spawn inside of houses which is something I liked that Home Invasion had.