Havok Sensitive Bullet Counting Reloading (HaBCR) - Updated
It really has finally arrived. A truly proper engine-level system for bullet counting and reloading.
About this mod Machine translation
It really has finally arrived. A truly proper engine-level system for bullet counting and reloading.
Original address:
Prefix:
Far Harbor DLC
F4SE:
Address Library for F4SE Plugins:
~~### The main files of the standard version (supports 163 version) and AE version (supports anniversary version) have been uploaded, and you can choose one of the two to install according to your own game version~~
Updated on September 3rd:
Version 1.12
Fixed an issue where certain weapons with reload animations could reload multiple rounds at the same time.
Fixed an issue where interrupting certain reload animations could cause the reload sequence to continue or loop.
Updated on August 30th:
Version 1.11
Add support for AE 1.11.240
Update July 3:
Version 1.10.0
- Add API functionality (see GitHub)
- Fixed CTD caused by invalid Havok animation controls
(Fixed CTD that could appear in some weapon mods)
Updated on June 15th:
Version 1.9.1
Fixed a bug that occurred when equipping weapons.
Updated on June 1st:
Version 1.9
Fallout 4 1.11.221 Update
Merged the original and AE versions.
Updated on May 3rd:
Version 1.8
Added support for placing CancelPoint (CP) annotations outside of the reload cycle.
New HaBCR annotation: HaBCR_OutroStart (OS).
- Improved support for reload animations, especially when ReloadComplete (RC) exists outside of LS/LE loops.
- Added appropriate branches for CP, RC, LS, LE, OS and RE based reload streams.
- Reload cancellation now switches directly to the OS when available, or falls back to LE when the OS is not present.
Added gunbehavior.hkx status ID check to remove invalid log output.
Fixed a BCR issue that could occur when a player's backpack is low on ammo.
Added the ability to cancel reloading with the left mouse button.
Updated on April 17th:
Version 1.7
- Fixed an issue where HaBCR would not work properly after DLL update or save/load.
- BCR compatibility mode improvements
- New annotation: HaBCR_Cancelpoint
During magazine replay, if a cancel point is encountered when the magazine is full, immediately switch to ring.
For example, when loading alternately between left and right barrels like the DB-12, if the magazine is full and loaded into the left barrel, it can be used to skip the loading action of the right barrel.
- Loop feature expansion
If there are n or more ReloadComplete annotations in a single loop, it recognizes that n rounds have been loaded and adjusts the number of loops.
- New AVIF: HaBCR_Enabled
For compatibility with other mods, we have added HaBCR_Enabled AVIF, indicating that the player's currently equipped weapon is controlled by HaBCR. The AVIF is generated at runtime, and its Formid is 0x00FFFFF0.
- AE support
Same functionality as original HaBCR 1.7.
Updated on April 15th:
Version 1.6
Fixed a bug where the animation would go wrong when there was insufficient ammunition in the backpack.
Cleaned up the code. Performance improvements may be barely noticeable.
Added the ability to turn BCR compatibility mode on or off. This can be controlled via the bBCR Compatible= option in the ini file. HaBCR can be used with BCR if the compatibility feature is disabled.
Version 1.5
Fixed a cycle control bug that caused the cycle control to malfunction when an OMOD controlling reload speed was mounted to the weapon.
Updated on April 14th:
Version 1.4
In HaBCR mode, when intro's reloadComplete has completed the reload, skip the loop paragraph and jump directly to the end. Fixed a bug where the single-round tactical reload on the weapon showed 2 shells inserted.
Additional optimizations for logarithmic functions
Version 1.3
- Fixed the event00 comment scanning bug.
- Remove hard-coded default keywords
- BCR mode optimization
- Debug log improvements
Starting with this version, BCR mode comes standard with the 680 pump-action shotgun (
Expected annotation structure for each reload cycle:
[CullBone × 1 → UnCullBone × 1 → Loading completed × 1] × N → CullBone → (Epilogue) → Loading comple …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.