CurseForge · Minecraft mod
Quick Time Event Engine [QTEE]
NeoForge 1.21.1 mod for server-authoritative quick-time events with persistent definitions and a configurable HUD
Quick answer
Which Quick Time Event Engine [QTEE] release should I use?
Quick Time Event Engine [QTEE] qte-engine-0.4.22.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Quick Time Event Engine [QTEE] required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Quick Time Event Engine [QTEE] qte-engine-0.4.22.jar need?
qte-engine-0.4.22.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Quick Time Event Engine [QTEE] without breaking your instance.
Built for Quick Time Event Engine [QTEE] qte-engine-0.4.22.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use qte-engine-0.4.22.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside qte-engine-0.4.22.jar. It opens that exact file at the source.
About this project
What does Quick Time Event Engine [QTEE] add?
A NeoForge 1.21.1 mod for server-authoritative quick-time events with persistent definitions and a configurable HUD, useful for map and modpacks creators. (WIP)
Commands
/qte create 1 hold space 2.5 "say @s succeed" "say @s failed" true true
/qte create test input_sequence "w,a,s,d" 6 "say @s succeed" "say @s failed" true false qte_engine:textures/gui/rune.png
/qte play 1
/qte play test @a
/qte settings chase tracking_speed 0.35
/qte settings target aim_position -0.5 0.25
create, edit, and remove, play require operator permission level 2. Duration is expressed in seconds and must be between 0.1 and 300.
Commands containing spaces must be quoted. A leading / is optional inside result commands. Both @s and %player% target the player running the QTE.
exclusive_input: blocks normal keyboard and mouse handling while the QTE is active. Default:false.hide_hud: temporarily hides the vanilla HUD while keeping the QTE visible. Default:false.texture: optional resource location for a 40×40 QTE image. Both boolean arguments must be provided before it.
Examples
Visual from 0.4.22
/qte create 1 hold space 2.5 "say @s succeed" "say @s failed" true true
/qte create test input_sequence "w,a,s,d" 6 "say @s succeed" "say @s failed" true false qte_engine:textures/gui/rune.png
/qte play 1 @s
Inputs accept short names such as space, w, and left_shift, or complete Minecraft identifiers such as key.keyboard.space and key.mouse.left. Mouse aliases include m1, m2, m3, mouse1, mouse2, and mouse3.
Separate multiple inputs with commas. input_sequence, reaction_choice, memory, and rhythm require at least two inputs; every other type accepts exactly one. Single-letter inputs follow the player's keyboard layout.
QTE types
observation: press the expected input before time expires.reaction_choice: select the first input from the displayed choices. (WIP!)hold: hold the configured input for 60% of the duration.mash: press repeatedly until the target is reached.input_sequence: enter every input in order.balance: press when the moving marker reaches the center.aim: move the cursor into the fixed target, then press the configured input. (WIP) (New : u can configure where the marker will appear on the screen withqte settings [id])tracking: hold the configured input while following the moving target. (WIP)
Success, failure, and timeout results are validated and executed by the server.
UI textures
Every QTE exposes a smooth radial countdown that starts at 12 o'clock and shrinks clockwise with frame interpolation. Simple QTEs use a compact 32×32 keycap; hold and mash add an inner progress ring; balance uses a circular skill-check dial; aim and tracking use circular full-screen targets.
The keycap sprites can be replaced through a normal Minecraft resource pack:
qte_key.png: released keycap.qte_key_pressed.png: pressed keycap.qte_mouse_left.png,qte_mouse_right.png, andqte_mouse_mb3.png: dedicated M1, M2, and M3 prompts.qte_mouse_base.png: neutral 32×32 mouse template. A mouse prompt slowly crossfades between its neutral and highlighted textures; pressing the requested button makes its highlight fully visible. A ready-to-edit template is available inexamples/qte-engine-ui-template. Key labels use the replaceableqte_engine:textures/font/ascii.pngbitmap atlas: 128×128 pixels, arranged as 16×16 cells of 8×8 pixels. A resource pack can replace bothassets/qte_engine/textures/font/ascii.pngandassets/qte_engine/font/qte_key_compact.jsonto support another character set. Long key names are still scaled to remain inside the keycap. Aim and tracking update their visual pointer on every mouse frame while bounded samples remain server-validated.
Custom QTE images use full resource locations such as my_pack:textures/gui/rune.png..
Project description from CurseForge.
Pick your setup
Quick Time Event Engine [QTEE] by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Quick Time Event Engine [QTEE] versions and loaders
qte-engine-0.4.22.jar
qte_engine-0.4.22.jar
13 Aug 2026
QTE-Engine-0.3.0
qte_engine-0.3.0.jar
7 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.

