Tactical Combat Overhaul - Updates

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PC Tactical Combat Overhaul 2.4.3

Updates for Helldivers 2
Stims now have a toggle to allow them to restore stamina.
Run-n-Gun should be easier on the framerate now. Special thanks to Ammo875 for helping me debug it.
Another of my mods (Slippery When Wet) previously depended on TCO, but the shift from a monolithic to separable mod broke it. It is now another package which is NOT a dependency.
Hi guys,

I've added Concussive Blasts as a subset of the mod, to be turned on or off. It expands the "shellshock" mechanics from stun grenades (extraordinarily rare to affect yourself with) and applies it to all nearby explosives. Sliders allow you to adjust the effects, radius, duration, etc. The goal is the milsim "flashbang" feeling of reeling when an automaton rocket misses, but lands close.

Stance now also has controls in the "core" TCO menu to adjust reload speed and sway. Presets are as follows:

PositionReload AffectSway Effect
StandingMediumWorst
CrouchingBestMedium
ProneWorstBest

These can be adjusted to your liking, but are supposed to represent my experience trying to load a 45-round mag while prone lol.

Lastly, a rework of the front page is underway to make each subset of the mod easier to understand.

Known issues:
[*] Shellshock's controls are still reversed, even if this is toggled off. May be possible to fix- if not, I will remove the toggle. No reason to have false hope.
[*] Reload speed is not applying based on stance. Looking into it.
Added the ability to shoot (and melee) while sprinting, with locks so you can only shoot forward, as well as adjustable stamina and sway penalties for doing so. Exceptions can be made for 1-handed weapons in the mod settings panel. This restriction is necessary because quite frankly there's no animation structure to shoot sideways while strafing at sprint-level speeds, and it looks goofy.

This should also allow a sort of bayonet charge, which should increase damage if you have melee charging turned on. It should also knock the enemy around a bit if that's enabled.

If you only want this new feature, you can get it as a standalone mod here.

Ongoing work:
[*]Reload speed penalties based on movement, exhaustion, and stance.

Known issues:
[*]Mantling without anything to mantle on to costs stamina, and small mantles (the animation where you stop and step up) cannot be differentiated from big ones (the ones where you pull your entire body up). Afaik there is no code I can access that makes the difference obvious, so I am trying to tune it to detect each based on timing and Y-axis translation.
Fixed an issue in which vaulting cost stamina, even if you had nothing to vault over. The mod now sees when you press "vault" and checks to see if you go up ~0.5 meters before penalizing your stamina.