Love using this on my offline characters, but I logged over to a bnet character while I still had the mod loaded by using the -mod D2RMM -txt command line from the bnet launcher thinking it would disable the mod online but it was still working. I logged off quickly but Im worried about it, any idea of the chances of a ban from this?
this is a dumb question, because i actually really like the implementation of this mod for an impromptu removal of the walk/run armour mechanic, but is there any way to swap character run/walk animations?
my main goal is to be able to walk at run speed, so I dont take a f*#@ing armour pentalty, but I realize this mod leads to some really jank animation stuff if used with that goal (i am dio brando walking at mach 8)
I guess this could also be achieved with a removal of the penalty, but I wouldnt know where to even start on that one.
Worst case I just power walk or go with no stamina running, TIA
Bugs the items on the ground to not show up. Have to make a new character with mod not installed for this to not happen. Tested on Paladin (bugged) and Amazon(a minute of testing, not bugged.)
I'm having a similar issue where the changed movement speed values do not affect werebear or werewolf form. Don't know if it is a conflict between the mods I'm using or if there is a possible fix for this?
Works great otherwise, this one is essential to me seeing as I've played a lot of median XL on the original and the slow movement speed of vanilla is killing me :D
The shapeshift forms are internally defined as monsters, and hence have their movement speed defined in monstats.txt instead. Unfortunately both walk and run speeds are defined by the same variable, and instead just multiply the value by 1.5x for running. Haven't been able to find where that multiplier is defined.
I suspect Necromancer's vampire form has the same issue, however, that set actually uses one of the normal vampires types in Catacombs, so can't modify that without also modifying the other.
Anyway, here's a fix for the werewolf/werebear movement speeds. Just replace the original file.
Hey!!! Thanks, I was waiting for this. Though, is 6 and 9 the default, because the speed isn't working. What speed values can change it up? Thanks again.
20 comments
my main goal is to be able to walk at run speed, so I dont take a f*#@ing armour pentalty, but I realize this mod leads to some really jank animation stuff if used with that goal (i am dio brando walking at mach 8)
I guess this could also be achieved with a removal of the penalty, but I wouldnt know where to even start on that one.
Worst case I just power walk or go with no stamina running, TIA
I just pretend I'm back in Diablo 1 and walk at hyper speed.
https://github.com/olegbl/d2rmm.mods/blob/main/IncreaseMovementSpeed/mod.js
Don't know if it is a conflict between the mods I'm using or if there is a possible fix for this?
Works great otherwise, this one is essential to me seeing as I've played a lot of median XL on the original and the slow movement speed of vanilla is killing me :D
I suspect Necromancer's vampire form has the same issue, however, that set actually uses one of the normal vampires types in Catacombs, so can't modify that without also modifying the other.
Anyway, here's a fix for the werewolf/werebear movement speeds. Just replace the original file.
Thanks again.