Installation
1. Unzip directly into your spt-aki directory and it should install itself to your bepinex/plugins folder as dvize.BulletTime folder with ogg sound files and a dvize.BulletTime.dll within it.
2. You can replace the ogg files with your own sounds, just keep the same name.
issues
1. In order to stop the bullet time early, your player must come to a complete stop or run out of stamina.
2. In order to start the bullet time, your player must come to a complete stop.
3. Jumping is funky in bullet time mode.
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Version 1.6.2
- Props
- 394 Downloads
Updated for SPT 3.7.4
Install:
just extract to your spt folder as it has bepinex/plugins path within the zip already.
Fixed:
Stamina is now fixed. Please use 8.0 for Stamina Burn Per Second or set to what you want if you were using a prior version of Bullet Time.
Your character will drop out of bullet time once the characters stamina (not hands stamina) reaches zero.
Bugs:
Yes you still need to be fully stopped before triggering the bullet time.
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Version 1.6.0
- Props
- 232 Downloads
Update for SPT 3.7.0 by request
I uploaded a small fix. forgot to update the version checker build versionanyways, redownload for the 17 people who downloaded this before.
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Version 1.5.2
- Props
- 406 Downloads
Updated for SPT 3.6.0 and 3.6.1 Only
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Version 1.5.1
- Props
- 363 Downloads
Updated for SPT 3.5.7 Only
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Version 1.5.0
- Props
- 271 Downloads
- SPT 3.5.5 update only
- Added Version Checker
Edit: Forgot the sound files in the folder.. Its there now.
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Version 1.4.2
- Props
- 335 Downloads
Updated for 3.5.2
Drop the folder in your bepinex/plugins as normal
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Version 1.4.1
- Props
- 328 Downloads
- Removed the actions that are supposed to happen when the stamina reaches 0. It would never work anyways because of timescale issue so it used to cause things to be messed up. Anyways enjoy infinite bullet time (it will still drain stamina).
- Sound files should be included now (my bad).
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Version 1.4.0
- Props
- 111 Downloads
Updated to use 3.5.0 library.
- Still need to fully stop moving to start/end bullettime (couldn't fix this)
- Tied it to stamina burn.. (which is configurable in bepinex).. if you use it to long and end your bullettime, you'll have no stamina.
- Because of point 1.. basically you have infinite bullettime until you stop it.. whatever i give up.
I was testing this with mods so the stamina recovery was probably unrealistic.. whatever you guys can configure the stamina burn for this.
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Version 1.3.0
- Props
- 517 Downloads
Updated for 3.4.1.
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Version 1.2.0
- Props
- 605 Downloads
Fixed in an issue where the Recoil while zoomed in during bullet time would cause much greater Recoil Effect (can't see shit).
-Updated the rate at which it does the recoil animation.. feels a little less recoil than normal (nothing i can do about that though).
Flo110
This mod makes Scav runs so much fun, thanks for making this.
PSYCHOSOCIAL
I apologize, it looks like I didn’t install the latest version of your plugin, so nothing worked.
I downloaded it again and it worked!!!!
Thanks for the plugin and wasted time because of my mistake.
CookieChee
this is one of my favorite mods, I hope its updated soon!
CookieChee
holy shit, thank you
jermski
if i knew how to update i would! This mod is so fun
Goldbeine
3.7.1 Update. Literaly unplayable due to severe case of Wheredabulletscomefrome disease.
luciano656
3.7.1 update please, por favor, Thanks !, Gracias !
Sewox
Will this work on spt 3.7.1?
Props Author
no because of the version checker
Sewox
will it be on that version soon?
Framboisenerds
I'm playing with version 3.7.0 and it didnt work, Are you gonna update to 3.7.0 ? because i feel need to use this mod
FERZ
I installed everything according to the instructions, but the server still does not see this mod. SPT VERSION 3.6.1
Props Author
if you installed correctly, you will have bullettime folder in your :
X:/;<sptInstall>/bepinex/plugins folder
you can check your bepinex/log file to see if dvize.bullettime loaded as well
I dont know JS and Csharp
Here's (mostly) working version for 3.5.6. And here's VirusTotal, just in case.
RogueTech67
@I dont know JS and Csharp, Thanks for updating it to SPT-AKI 3.5.6. Until Props get time to update it for SPT-AKI 3.5.7, are you going update yours? Thanks in advance,
RogueTech67
Thanks Props!
Stolas
May I get a definition on "funky jumping" when time is slowed down? How funky can a jump get?
footlicker
if possible to make it like hold breath like holding the key to active then releasing key deactivate?
Thank you this mod
Soulblade
FYI: Your new version (1.5.0) does not contain sound files. There is only dll file.
Props Author
oh crap lol. thanks
PSYCHOSOCIAL
Your mod does not work on the latest version. Are you planning to update the mod for SPT-AKI 3.5.5 version?
Props Author
give me a few... was caught up with my other mods
PSYCHOSOCIAL
Thank you for your work and for your good mods, I use almost all the mods of your development, this mod generally saves and helps with boss fights.
dogemods666
Does the slow-mo affect the projectile? I tried lowering the dilation but bullet seems to hit immediately no matter what
Props Author
it should?
footlicker
if make a tracer mod where all bullet tracers to easier see ?
RogueTech67
02/17/2023 - 4:30am EST - @Props. First off, I love your mods, and have been using a few of them for months. Just saw this Bullet Time one, and played/tested it for 4 hours with SPT-AKI v3.4.1 and v3.5.0 always using a clean/new User profile and NO other mods at all. It could not be a cleaner test. Short version, I found very apparent issues with both versions. I'm exhausted right now and just "STARTED" this summary, and will finish it later this morning. Wanted to get my thoughts down now while they are fresh in my mind. Thanks
v1.3.0 (For SPT-AKI 3.4.1):
1) The [Cooldown Period] value (default 120) is NOT functioning as intended. With the values set as below, first time you press the button (Mouse4), it lasts for 5 seconds. However, you can IMMEDIATELY press and activate it again???. It is NOT using the Cooldown value as a "cooldown" time. What it is actually doing is acting as the "next" [How Long Lasts] time. So after the immediate second press, it now lasts for 20 seconds instead of 5. Now after it ends, wait 10 seconds before activating it again. This time now it will last for 10 seconds (i.e. 20 - 10). So if you have the [Cooldown] set to say 120, you really see the issue. First time you use it, it lasts 5 seconds. Then you can incorrectly activate it immediately, and now it is going to last 120 seconds.
EASY Test:
- Cooldown : 20
- How Long BT lasts: 5
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v1.4.0 (For SPT-AKI 3.5.0):
1) There are no sound files included in the .zip, and copying the ones from v1.3.0 (3.4.1) does not work. Thus there are no sounds for entering and exiting this mod now.
2) The Configuration Menu (F12) with the options has changed from the previous version, and the [Overview] text still references the old version and has not been updated.
3) There is an odd issue with the new [BT Stamina Burn Rate Per Second] value (default 140) and how it effects whether you can toggle the mod back off once activated. At 140, the stamina depletes rather quickly like in 1-2 seconds. If you do not press the (Mouse4) button again real fast BEFORE the stamina is completely drained (i.e. past red and gone), then as it starts refilling, pressing the (Mouse4) button does not deactivate it. So to see this, set the [Burn Rate] 5, or 10, or 20. Activating BT will not even drain stamina at all. So I found you need to set the [Burn rate] to about 65 to have the stamina drain take about 3-4 seconds. Now you can test. If you press the button quickly, you can deactivate it, and the stamina will start rebuilding. You can keep doing this on/off as long as you do not let the stamina COMPLETELY drain. Once that happens, as it is building up pressing the button will not toggle it. You have to actually press the button twice in a row really quickly, and before the stamina completely drains. I know I'm rambling, but if you set the [Burn Rate] between 60-70, and just start testing it, you should see what is going on.
Props Author
Thanks for taking the time to test. I will reupload with the sound files (whoops). I was mad and just uploaded whatever i had.
I'll take another look. I think i had a stamina/energy mod somewhere. I was pretty sure no one even used this mod lol.
RogueTech67
Sounds good. Thanks so much for addressing this. I will test it out soon.
PSYCHOSOCIAL
A very useful mod, especially against Bosses with retinue, it's a pity that it does not work on version 0.13.0.2.21734 SPT-AKI 3.5.0. You can update your mod to the latest version.
Extrenz Arnautov
time dilation is not turned off outside the raid, need to fix
Clanf
really great mod, shame about movement restriction for toggling bullet time, makes using it a bit clunky
is it hotkey conflict? like movement keys act as modifier for a mod hotkey, so it's no longer register properly? cuz i don't think movement itself should matter, it's just changing game's timescale
don't know much about unity, but i think simple Input.GetKeyDown should work just fine, no?
Props Author
Yeah, i haven't found a way around it. Its a restriction within the game so that physics don't go wonky i guess.
Clanf
yeah, looked at BepInEx.Configuration.KeyboardShortcut, it specifically state about key combos
i guess dirty crutch could be to allow having multiple binds (five in total) so user can also cover combos with movement keys and then have something like this for Update script
and so on, but not sure how whole thing will work
Deathclaw99
Good day. I like the concept of this mod, but I think I noticed a bug. For whatever reason, aiming doesn't line up during slow mo. When I aim at the enemy with a scope, the bullets do not travel normally.
Props Author
I'll check. did you use fov mods at all?
Deathclaw99
Nope, got no FOV Mods installed whatsoever. Mods I got ingame are this, SVM, a weather mod and the ammo info mod. I noticed the aim being off using an SKS with a PSO Scope and Ironsights on a 5.45 AK.
EDIT: The problem I noticed with my shooting was that the bullets are always quite a bit lower then without slow mo active.
Props Author
Can you try again with no camera recoil for me?
Use Custom Camera Recoil
and -100% camera recoil reduction in config.
Then test again.
I am thinking that maybe because its so slow now that you are noticing the aiming is wierd...to be fair i don't think i can fix it because its physics that i don't have direct control over .
Deathclaw99
Yep, tried it again with no recoil, and on the BelOMO PSO-1 4x24 scope on an SKS shooting at the first blank target in the shooting range, all my bullets hit at the first small arrow beneath where you aim, instead of on the point. This is with max Aim Stamina and holding my breath.
Deathclaw99
So, with me playing with the mod for the past 2 days, I think I noticed what the problem is. If you are in Slow-Mo, and use any scope which forcibly zooms your camera into the scope(So any sniper scope basically), the camera isn't line up correctly to the barrel anymore. You can easily see this for yourself using the VPO Sniper and any SpecterDR Scope.
lhj920119
It is hoped that bullet time can be entered in a non-stopped state. Thank you!