21/4/2022 I've uploaded a new update (v2.0) adding proper support for npcs and creatures. It also adds some new/improved features, including the ability to configure it in-game through LINK's configuration menu.
I cant toggle between walk and run mode. I tried changing the setting in oblvion and also in the BPA .ini but it keeps resetting to caps lock. Any help?
You mention not being able to toggle between walk and run mode. However, at the same time you mention it keeps resetting to caps lock, which could imply it is working but using the wrong key. Could you clarify what exactly is the problem?
Hi, thanks for the reply. The problem is that i cant switch between walk and run with the caps lock key, even if im standing still. My oblvion controls are the default ones. I tried changing the sprint button in your mod to left shift, in link and in the ini file. But it keeps resetting to caps lock.
I wonder where the default mod parameters come from? formula calculation or what? The general impression is that it's closer to Skyrim, is that true? In this case, the speed in Universal Movement Speed by ZekAonar is more accurate.
Would it be possible to get this mod to work with Northern UI's controller support? (the vanilla UI version, I just use it for the controller). Sounds like other people enjoy your mod with keyboard and mouse though! Thanks for making it :)
Using AntiMicroX (which is free, mutli-platform and open source) this is actually a breeze. In the LINK settings for the mod, I have my sprint key mapped to left shift. In AntiMicroX, I have the LB shoulder on my gamepad mapped to left shift. Sprinting will work just fine and the LB shoulder still continues to work as "grab" when you're standing still.
The only downside is that you need to make sure AntiMicroX is running before you launch Oblivion. I was able to automate this for myself with a short script inside of my .desktop file (I run the game via WINE on Linux.) You could probably achieve something similar in Windows land if that's what your OS is.
It's not the same as built-in support, but it works just as well!
Wow, this mod in its 2.0 form is amazing. I'd been using the old version for a while, but falling over after sprinting always bugged the hell out of me. And I don't even need to use a separate FOV modifier mod anyore. Also, bringing MCM to Oblivion is a truly epic achievement. Well done!
I can't seem to be able to sprint using OBSE v21 and this mod. I can set the hotkey, but it does nothing. Later versions, it works exactly as expected.
While I was testing the item dupe issue in my companions, I changed the spring speed to 1.00 just to avoid getting rocked (which barely helped, I was getting DESTROYED out there ðŸ˜), just FYI.
You got your sprint key assigned to "NUM 1". I changed it to another key, as I don't have a numpad on my keyboard and sprinting works fine for me. You could try change the sprint key. As I remember you having an issue with LINK not working correctly, as escape was not showing the mods option, I would suggest disabling LINK and change the key in the ini file (or just keep the default key for testing).
Hmm, you're right. I changed it to "K" and it was working, then changed it back to Num 1 and it continued to work, despite the earlier issue. I don't know why this is effective.
1 Does this mod have Sprinting animations? 2 I'm currently using another sprint mod, I'm interested in this one but it's probably incompatible, or can it be overwriten by Load order? this is a better mod over all, especially as the mod I'm using needs some Edits to not break the game -lol- but it does have very Cool animations, would it work together?
Yeah, I've seen it. Seems to have issues with horse movement and uses update3d to switch between animations, which I think is ugly. I'll probably release the next update right after MOO, to make certain they're fully compatible. It also gives some more time to get feedback on the latest update.
You mean the animation is ugly, or the transitions? I mean I know the animations are pretty basic, nothing amazing, I'm just glad there's any yk :v my game does L a g When I hit the sprint button, is that because of the Update3d? (My pc is a toaster btw, partially fault of low end machine)
Update3d is used to swap the animations, which makes the transition between running and sprinting not look very good. It shouldn't really cause any lag. In MOO I've recently added the ability to shapeshift between vampire and bat, with flying animations, etc. That doesn't use update3d. The same should be possible with sprinting.
Hello, I had to disable this mod for a while because I was having some crash problems (It was not this mod), but after reinstalling my speed stat became -125, it does not seem to be in effect thoguh, my character moves like he ever was, but the display menu states this weird negative number, i tried using the fix stat from your basic needs mod but it did not help. it is one of the very last mods in the load order over the bashed patch. I hope someone can help me even though it is not affecting gameplay, it is concearning
Any changes made by this mod are automatically changed back before saving, unless using a quick save. You could either load a normal savegame, or if that's not an option, type in the console "player.setavmod speed script 0".
since the new update came out, does sprinting still cause the whole world around you to be sped up? I think it was a minor nuisance in the old version and wonder if "support for npcs and creatures" includes a fix for that.
Hello, would it be possible to sprint without being in the run state? Ex: walking -> sprinting directly. Right now I need to be running and then press the key for sprint to sprint, I want to be walking and then press the key to sprint and sprint directly. Is it possible? I tried to set the key for running to be the same of sprinting, didn't work. Any help is appreciated!
First of all, nice work. I like your mods and use them frequently on my installs. But there's a serious problem with this mod, it incorrectly affects the creatures, causing serious balance problems and bugs. I suggest you add an option to disable it for those, while leaving it on for NPCs, if possible.
What do you mean it incorrectly affects the creatures, causing serious balance problems and bugs? Maybe you could clarify that a bit, as it works fine for me. Not only that, but creatures and npcs use exactly the same code, so not sure how that would even be possible. Anyway, more info please.
Btw a suggestion to add an option to disable this for creatures to avoid a possible bug seems rather unusual. Would it not make more sense to focus on this "bug" instead?
Wolves, for example, run at lightning fast speeds, often causing them to literally fly up for a little bit and stutter, which never ever happens in the vanilla game. Trolls move at ridiculously fast speeds too. That's just two types of creatures I've tested. Does this happen on your install too?
Aren't you just experiencing them to sprint (move 35% faster than normal)? Creatures and npcs can decide to sprint for a few seconds when at high fatigue, but this drains their fatigue quickly.
This happened consistently, not for a few seconds. Just how long can they sprint? Also, on my install it seems that horses lack that feature (sprint), which creates further imbalance.
Alright I tell you exactly how this works. When a creature (or npc) has above 75% fatigue they can sprint until they reach < 50% fatigue. They can then start sprinting again when reaching 75%+. This only happens when they're in combat. The time it takes to reach 50% fatigue is based on the BPA.ini_fFatigueSprintBase setting (and whatever else drops their fatigue). By default this is set to 16 in the ini file, which means they drain 16 fatigue per second when sprinting. The exact time they can sprint therefore is based on their total fatigue. I would assume most creatures won't last longer than maybe 10 seconds and then are 50% fatigue down. Did you by any chance lower the BPA.ini_fFatigueSprintBase setting?
If you haven't changed any settings it will work as I explained. Encumbrance only slows down actors. What can increase the actor's movement speed is running with the wind in your back (small bonus), running down a mountain and sprinting. The bonus amounts are defined in the ini file. It all works the same for the player character, npcs and creatures, so you can test it by running around a bit, etc.
I'm not gonna use this part of the mod because of the imbalance during horse riding, since horses lack the sprint ability, which allows creatures which are not supposed to catch up, like wolves, to do so and bug your horse out with collision. I suggest you either add the sprint ability to horses to avoid it, or add a separate function to apply this mod to NPCs only, barring creatures.
I can't see how a wolf running 35% faster could bug out anything, but I could add the ability to tell a horse to run faster/sprint. I’ll have a look for the next update. Feel free to make any other suggestions to improve this mod. Thanks.
I'd probably at least add the ability to sprint to horses and increase their endurance significantly or tweak the sprint speed for creatures. Right now the trolls can basically break the sound barrier and wolves are able to easily overspeed horses, which makes no sense, considering the real life equivalent maximum running speed and endurance of those creatures.
Creatures have their movement speed increased by 35% when sprinting. This is for all creatures. The only exception currently is that you can't tell the horse you're riding to sprint, but that's something I'll have a look at adding in a future update.
Trolls are by default pretty fast while horses are quite slow in this game. That's not something added by this mod. If I lower the sprinting speed of creatures this would also affect horses, so in reality nothing would change. Even disabling sprinting would not change this. Are you suggesting to increase horse movement speed?
You mention increasing horses endurance. Is this to increase horse fatigue? Just be aware that this mod already changes horse fatigue. In the vanilla game they only have 50 (which is way too low of course), but is changed to 200 by this mod, by using the fatigue calculation used for npcs.
238 comments
21/4/2022
I've uploaded a new update (v2.0) adding proper support for npcs and creatures. It also adds some new/improved features, including the ability to configure it in-game through LINK's configuration menu.
Any help?
I tried changing the sprint button in your mod to left shift, in link and in the ini file. But it keeps resetting to caps lock.
The only downside is that you need to make sure AntiMicroX is running before you launch Oblivion. I was able to automate this for myself with a short script inside of my .desktop file (I run the game via WINE on Linux.) You could probably achieve something similar in Windows land if that's what your OS is.
It's not the same as built-in support, but it works just as well!
Same saves and MLO as my other post in the MOO thread.
2 I'm currently using another sprint mod, I'm interested in this one but it's probably incompatible, or can it be overwriten by Load order? this is a better mod over all, especially as the mod I'm using needs some Edits to not break the game -lol- but it does have very Cool animations, would it work together?
ty for the response :3
my game does L a g When I hit the sprint button, is that because of the Update3d? (My pc is a toaster btw, partially fault of low end machine)
since the new update came out, does sprinting still cause the whole world around you to be sped up? I think it was a minor nuisance in the old version and wonder if "support for npcs and creatures" includes a fix for that.
Alright thanks for the response.
Btw a suggestion to add an option to disable this for creatures to avoid a possible bug seems rather unusual. Would it not make more sense to focus on this "bug" instead?
Trolls are by default pretty fast while horses are quite slow in this game. That's not something added by this mod. If I lower the sprinting speed of creatures this would also affect horses, so in reality nothing would change. Even disabling sprinting would not change this. Are you suggesting to increase horse movement speed?
You mention increasing horses endurance. Is this to increase horse fatigue? Just be aware that this mod already changes horse fatigue. In the vanilla game they only have 50 (which is way too low of course), but is changed to 200 by this mod, by using the fatigue calculation used for npcs.