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Quick Time Event


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Posted

I don't know about any third party possibility, but how about using help messages? I never tried it, but the idea just crossed my mind.

ShowAsHelpMessage with either its duration or event option could be useful.

 

If it's only a single event you want ("Tomb Raider style" = press button or die) you can use only one key. If it's for struggling (press the right key fast enough several times) you can use maybe the arrow keys or whatever. You'll need one message for each key you want to use.

 

Then, for your QTE, do the following: register for the keys and for a single timer real time, then show the message with the interval time being the same as the timer time, with the same length as you show the message.

If the correct key is pressed, unregister for the update and take it as success. If a wrong key is pressed or the update event takes place (=too slow), take it as failure.

 

This you can either chain up how often you like or just proceed to the fitting consequence.

Posted

Actually, I want two: one involves applying constant pressure for a set amount of time to simulate a struggle, and the other involves applying pressure precisely to a specific area without moving away to simulate a cut.

Posted
23 hours ago, yokito78 said:

I have a question: Is it possible to create a QTE (Quick Time Event) involving button presses in Fallout 4?

You could use an activator maybe. Spawn it dynamically in front of the player.

Then it's just basic scripting to count activations within a certain set time.

 

But however you'll implement this, it'll be finicky and you'll have people complaining about bugs. The engine wasn't designed for QTE's, meaning to say that QTE's often require privileged input so that player input gets higher priority over say a running script somewhere that's less important than registering that player input.

Posted (edited)
On 4/18/2026 at 3:01 PM, yokito78 said:

I have a question: Is it possible to create a QTE (Quick Time Event) involving button presses in Fallout 4?

Mechanism: Use RegisterForControl("ControlName") to detect specific game controls (e.g., "Forward", "Activate", "Attack") rather than raw keyboard keys.

Event Usage: OnControlDown detects the initial press, while OnControlUp returns the key and fTime (float), which is the duration the control was held down.

Implementation: Typically used within a Quest script to monitor input during a scripted scene or NPC encounter. 

 

AAF_Violate uses it/has it in the FPV_MCM_Script.psc , you may have luck with it, it requires F4SE source as well in the correct folder. I haven't really seen it used in fallout 4 outside this. Hope you're making a Fallout 4 version of Skyrims Unforgiving Devices but Im sure whatever you do will be rad  :) 

Edited by Franco Cozzo

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