Shootdodge: The Sequel0.9
31
710
First thing first, thanks to jedijosh920 for the original mod: https://www.gta5-mods.com/scripts/shootdodge
I really like cheesy action movie and this shootdodge mod is really a great idea but sad to see it got outdated, so I took initiative to kinda revive it to SHVDN3, but then I added some stuff that I think the mod needed for the purpose of balancing gameplay, to make it more like skill. Showcase video available above.
Features:
- Featuring bullet HUD (texture by Dragononandon at Nexus Mods)
- Now there's limit to use Shootdodge like Max Payne, the Bullet Meter
- 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 time meter faster, so keep killing!
- Added sound cues when skill activated
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Removed the config for changing time and forces (see Bugs)
- 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 to /scripts folder, the usual shvdn script mods, located inside gta main folder
After installation, In-game you can activate Shootdodge with J. You can also change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
Bugs:
- The old mod suffers from inconsistent forces, this one's too. I've tried to minimize it hence the removal of some configs. This bug makes the character sometimes fly very short, sometimes will fly further, but no more "flying far away to neverland" bug
- Rarely, but possible. If the terrain or surface is uneven when landing the collision won't be registered properly and sit-standup anim will be repeated, or maybe by accident (character rammed by a car while shootdodging)
- DON'T try to change weapon in the middle of shootdodge, especially not melee or thrown explosive (those are off for a reason)
Incompatibility: Idk honestly, anything that changes time scale (slow or faster time), any bullet time or slow-mo mod will conflict if activated at the same time. Tested SilverFinish's KillCam, it works but after Kill Cam, the shootdodging will end too because the time reverted back. There's always a chance to bug if something else modifies the time speed.
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More mods by mbahdokek:
First thing first, thanks to jedijosh920 for the original mod: https://www.gta5-mods.com/scripts/shootdodge
I really like cheesy action movie and this shootdodge mod is really a great idea but sad to see it got outdated, so I took initiative to kinda revive it to SHVDN3, but then I added some stuff that I think the mod needed for the purpose of balancing gameplay, to make it more like skill. Showcase video available above.
Features:
- Featuring bullet HUD (texture by Dragononandon at Nexus Mods)
- Now there's limit to use Shootdodge like Max Payne, the Bullet Meter
- 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 time meter faster, so keep killing!
- Added sound cues when skill activated
- Bullet meter HUD and Sound can be deactivated inside .ini config
- Removed the config for changing time and forces (see Bugs)
- 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 to /scripts folder, the usual shvdn script mods, located inside gta main folder
After installation, In-game you can activate Shootdodge with J. You can also change the key and other stuff in the .ini config
Requirement:
ScriptHookVDotNet3, preferably the Nightly Version
Bugs:
- The old mod suffers from inconsistent forces, this one's too. I've tried to minimize it hence the removal of some configs. This bug makes the character sometimes fly very short, sometimes will fly further, but no more "flying far away to neverland" bug
- Rarely, but possible. If the terrain or surface is uneven when landing the collision won't be registered properly and sit-standup anim will be repeated, or maybe by accident (character rammed by a car while shootdodging)
- DON'T try to change weapon in the middle of shootdodge, especially not melee or thrown explosive (those are off for a reason)
Incompatibility: Idk honestly, anything that changes time scale (slow or faster time), any bullet time or slow-mo mod will conflict if activated at the same time. Tested SilverFinish's KillCam, it works but after Kill Cam, the shootdodging will end too because the time reverted back. There's always a chance to bug if something else modifies the time speed.