PlaceInRedStandalone VS BulletCountedReloadSystem

Compare PlaceInRedStandalone vs BulletCountedReloadSystem and see what are their differences.

BulletCountedReloadSystem

source code for system here: https://www.nexusmods.com/fallout4/mods/41178 (by shavkacagarikia)
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PlaceInRedStandalone BulletCountedReloadSystem
2 1
3 6
- -
0.0 0.0
over 4 years ago over 4 years ago
C++ C++
- -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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PlaceInRedStandalone

Posts with mentions or reviews of PlaceInRedStandalone. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-09.

BulletCountedReloadSystem

Posts with mentions or reviews of BulletCountedReloadSystem. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-09.
  • F4SE Issues and Compatibility Thread
    12 projects | /r/Fallout_VR | 9 Apr 2021
    Bullet Counted Reload System (Nexus) and Tactical Reload (Nexus) are both ones that would be nice to have, but directly deal with player animations, and I have zero clue how complicated or uncomplicated futzing with that to get it to work with 4vr would be (probably very complicated).

What are some alternatives?

When comparing PlaceInRedStandalone and BulletCountedReloadSystem you can also consider the following projects:

ReClass.NET - More than a ReClass port to the .NET platform.

MCM_0.1_AS3

xdi - The Extended Dialogue Interface removes the hardcoded 4-option limit on dialogue and adds full engine support for any number of player dialogue options.

DialogueMenu - init