OBLIVION
Universal Movement Speed by ZekAonar
Oblivion » Gameplay Effects and Changes
Added: 11/06/2014 - 09:21AM
Updated: 30/08/2014 - 04:42AM

34 Endorsements

1.1 Latest version

367 Unique D/Ls

484 Total D/Ls

5,659 Total Views

Uploaded by ZekAonar

Description

Last updated at 4:42, 30 Aug 2014 Uploaded at 9:21, 11 Jun 2014

As of version 1.1, Acrobatics no longer affects jump height. The player character will now jump at a fixed height of about a foot or about 1/3 of a metre. Falling velocity is now also 2x faster, so no more "moon jumping".

File name was also changed from "Realistic Movement Speed" to "Universal Movement Speed" in order to help better clarify the function of this mod. As a result, returning users are advised to delete the old .esp file. It is now obsolete.

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This mod forces the player character and all NPCs to walk, run and jump at the same unchangeable rate. As an added bonus, it also makes the walk speed slightly faster, so that NPCs (and your character as well) no longer mosey around town, but actually appear to be walking to their destinations with a purpose.

So how does it work?

Here are the original mathematical formulas that Oblivion uses:

JumpHeight = fJumpHeightMin + (fJumpHeightMax - fJumpHeightMin) * Acrobatics/100
Walk Speed: BaseSpeed = fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin) * Speed / 100
Run speed: fMoveRunMult + fMoveRunAthleticsMult * Athletics / 100

I made fJumpHeightMin and fJumpHeightMax equal values (both 64), so that they would equal zero. Since anything multiplied against zero will always end in a sum of zero, the effects of Acrobatics on the equation were successfully nullified.

Similarly, I made fMoveCharWalkMin and fMoveCharWalkMax equal values (both 140), so that they would equal zero. Since anything multiplied against zero will always end in a sum of zero, the effects of Speed on the equation were successfully nullified.

As for the third formula, I set fMoveRunAthleticsMult to zero. Again, abiding by the rule that anything multiplied against zero would end in a sum of zero, I managed to successfully negate the effects of Athletics on running speed.

Also, not listed here is another value that I changed: fJumpFallVelocity Min
It was originally set at 600, but I doubled it, setting it at 1200. This basically made players fall 2x faster, so the effects of gravity are stronger than before.

Special thanks to Niev for showing me the walk/run speed formulas and how to alter it in order to accomplish what I wanted. A Skyrim-inspired movement system is now finally possible for Oblivion players. Try using this mod alongside my other related mod "Stunted Acrobatics and Athletics", which prevents Speed from stealing multipliers whenever you level up.