Hi! This mod is awesome.
Could you make the Johnny Gat knife melee attack from Gat out of hell too? That would be so cool.
The knife is not preloaded and i don't know how to preload assets, anyway this would also cause issues with other mods
same with the fact that there's an animation limit so bunch of animations would have to be removed to make room for GOOH ones
I've done GOOH takedowns for SR4 before but after second attempt i couldn't get them to work glitch-free
 
Update coming soon:
-Mod reworked from scratch, it's no longer a buggy mess and i managed to get the new melee moves to work properly this time
-The updated melee moves work just like Saints Row 2 or Saints Row Gat Out Of Hell, you have to punch the enemy few times and then it will trigger a finisher move, i made it also randomly trigger special synced melee moves to keep the combat fresh
-Restored the following melee animations: Chain Moves, Synced Chain Moves, Synced Finishers, Synced Starters
-Melee rework:

------Light Punch (Left Mouse Button)
+
Works pretty much like vanilla game but with new things added
+Chain moves trigger as starters but also as the second punch sometimes (upgraded, properly working version of already existing release)
+
Synced Chain Moves, Synced Starters and Synced Finishers trigger together after at least two punches have been dealt to an enemy, i wanted to restore the unused starters properly but game crashed when there was no enemy, so they're part of finishers and do small amount of damage, same for synced chain moves
+Neck break is still part of the mod but same rules as finishers apply, you have to punch the enemy twice and the third "punch" will instead trigger the neck break, you have to stand behind your enemy however!
+As a bonus the vampire takedown is also part of the neck break and it will randomly play, although i'm not sure if i can include this in the mod because it's a DLC asset, although it doesn't regenerate your health - it's just animation and visual only (i assume it would work if you have the DLC purchased, maybe?)

------Hard Punch (Right Mouse Button)
+
Now works like Left Mouse Button, you have to punch an enemy few times in order to trigger the final move
+First punch will often be "Big Punch" or "Superman Punch" which are animations already used in final game as vanilla melee combo finishers
+Instead of the cut finishers you have beatdowns (aka the quick time events, it means this is like vanilla game but with extra step added, much better in my opinion!)

------Takedowns (F Key)
-
Restored cut running assault rifle testicular assault (This is already part of the current release)
-Restored cut running pistol testicular assault (This is already part of the current release)
-Restored cut running backward pistol testicular assault (This is already part of the current release)
-Restored cut running rocket launcher testicular assault (NEW! Victim animation is still missing so it was replaced with another one which actually works pretty good)
-Gat's prologue door kick animation as a random chance for regular front nut-punch (NEW! It kind of looks like you're kicking the enemy and then shooting him like a maniac, so it works pretty well)
-
I managed to get cut Dual Pistol takedown working, however Victim animation is still missing so it doesn't really look good and the animation itself is too slow, maybe i can repurpose this animation in some way though
-I also found a cut running punch animation that i'm hoping to restore, i have it ingame but it needs re-offsetting and i haven't decided what i want to do with it yet
-There's also two unused brute takedowns and unfortunately they can't be restored, that's because the game forcefully picks one of the two vanilla animations, however i do have a potential idea on how to use these (probably will be optional in the future release)

Stay tuned for more information!
Have you released this update yet? This looks extremely interesting and I really wanna give it a try
 
Hi, dunno if anybody still cares about this mod since it's been a long while, but i'm still working on a new version sometimes, still no precise release date because i'm just working on this on and off, but i managed to do even more improvements for the upcoming version of the mod:

-By discovering a melee flag which requires a previous hit, i made the finishers play much better and only trigger when you actually hit somebody, previously the finisher would trigger even when the hits were unsuccessful (when punching the air and then attacking an enemy with third follow-up hit)

-I've also made it much more like the original vision, the restored melee animations no longer trigger as the first punch and instead they're the second punch as they should be, the intended order is Start > Chain > Synced Finisher which is what i've done recently, in the first version of the mod it was half assed and broken, this change also fixes some of the melee animations not being able to hit an enemy (like the 360 spin punch would always miss, now as Chain state it works fine)

-There are also synced chain animations that i'm not sure how to implement properly yet, the start ones are pretty bad and ruin the flow of the melee combat, but there's two synced knee kick animations - something i really want to implement, an idea i had in my mind was to add another punch state so the order would be Start > Chain > Chain Synced > Synced Finisher but so far i haven't been able to get this to work properly, another proposal was to put it as a synced finisher that doesn't actually kill, and insert those animations right in the middle of the animation loop, so you will do a finisher first, then just a synced attack, then finisher again and repeat

-While messing with the previous hit flag, i also made a really weird system where in order to trigger the QTE beatdown you have to double tap left mouse button and then quickly tap right mouse button which is quite interesting, but i don't think i will keep it as it's better to have a proper easy to use melee combo by design (For those unaware, i've changed how right click button works and instead of instantly performing a QTE beatdown, it instead works like regular punch, with third hit aka synced finisher being replaced by QTE beatdown, which is much better design)
 
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