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Drarack

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22 comments

  1. Drarack
    Drarack
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    In previous versions, if you found the uphill slowdown to be a bit harsh or downhills speedup to end up too fast, this update should give you control to make it more as you prefer. Few other updates described below.

    V 1.4 24/10/2024


    • Added a new option to try to force incompatible mods to not cause issues
    • It is turned on by default. If you had no issues before, turn it off.
  2. william7733
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    so it seems like this mod slowly gets wonky after awhile, it works most of the time but occasionally speed buffs or debuffs get stuck. absolutely love the concept and when its working correct its amazing. realistically its probably an issue on my end than with the mod. but thought i would drop a comment here just incase
    1. Drarack
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      I thought I had the conflict info here but that's the nv version. I'll have to update the description. Glad you wrote the post.

      There can be conflicts with mods that change this particular speed value in this kind of responsive way. The only ones I know of are the stewie tweaks that affect speed based on some condition like agility or encumbrance, and whatever else.

      Though through my own testing,  the only one I found was the encumbrance tweak when fully encumbered. 

      The latest release attempts to prevent all conflicts bar that one, so if you're getting lasting speed changes, the code must be wrong.

      If you still want to use the mod, make sure that compatibility config setting is on or set "readonly" at the bottom of the config to 100 and that should reset the mod. But if there's a conflict, it might just behave the same after a while. 

      Mod list would be helpful for me to find conflicts.
      Gameplay mods in particular
    2. william7733
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      absolutely, thanks for the reply and im happy to help in any way if i can. the only gameplay mods i have are Fallout Wanderers Edition, Stewie Tweaks, and Ultimate Perk Pack. i have not taken any perks that effect move speed, so i bet its FWE or Stewie Tweaks.

      in FWE there is a movement speed multiplier which i turned down

      i have do the stewie tweak "enable running and jumping for action points when over-encumbered" enabled, but i did a Ctrl + F search in the Stewie Tweaks ini and could not find anything for agility based movement speed, maybe that is new vegas only? its been some time but i remember the Stewie Tweaks for NV having a lot more settings to change than the FO3 one

      making a save when the speed was stuck, then loading the save seemed to reset the speed back to what it should be

      hope any of this info helps in some way. I definitely want to use the mod like i said its a great concept and when it was working properly it was one of my favorite things, a small feature that gave some much needed weight to movement making the game not feel so floaty like bethesda games tend to. when i start up NV again i will make sure to grab the NV version, but for now with FO3 i will double check the compatibility config setting, and if you want my full mod list i can post it for ya. tracking and endorsing your mod and will check back later
  3. SNIPD
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    Woah @Drarack :o! This is a great idea for a mod, thank you for releasing it! Kudos!
  4. TheBigIronOnMyHip
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    Diagonial movement when?
  5. unjusthomicide
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    Great mod! i love immersion mods like this, however im using the subtle optional config, and even that my character will speed up on even ground, i'll stop, and it will either go back to normal or keep that speed. trying to figure out what's going on so i can use this awesome mod
    1. Drarack
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      At the bottom of the config file there is an option to print out what the program is doing.
      Iirc, this should show what angle range it thinks you're on, what the speed multiple is at that point, and whether or not it's accelerating.

      After setting the config file, to see the prints, hit the Tilda ~ key and toggle debug mode by inputting tdt in the console.

      If you're on even ground, it should say something like even. If you're coming from an incline/decline and are now on even ground, it should say even and the speed mult should be reducing towards the base speedmult(likely 100), and eventually stop.

      That'll show if it's working right, though the issue is likely an incompatibility.

      I'd first look at Stewie tweaks and search for speed, and disable tweaks that edit speed based on some condition. For example, I think there is one that modifies speed mult based on agility. Other mods that affect player speed mult might be interacting. But not newer popular sprint mods.

      If you can tell me what's happening in the print outs while you're on even ground and still experiencing speed changes, I might be able to help more
  6. Art2DWooky
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    Quite the mod
    Thanks, it works flawlessly but I'm still figuring out my own preferred configuration between realistic and easy-to-navigate
  7. chmaboss
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    Hi i'm not sure if it's this mod bugging with FWE or not, but everytime I'm in combat afterwards i seem to slow down only fixable with a reload. Thanks for this great mod
    1. Drarack
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      A version that should help fix issues with mods interacting with it is there now. Hopefully this solves it
  8. badiser
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    This is great - thanks :)
  9. Maldr141
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    Does the speed penalty also apply to npc?
  10. Masterlix1982
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    Thanks for this, however there's no need for the worldspace record group within the plugin (afaict).

    And oh yes diagonal movement as Bittermans suggested would be insanely welcomed

    Kudos & endorsements.
    1. Drarack
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      Thanks, yeah the geck always adds that. Forgot to delete it this time. Considering the diagonal movement. It'll be a fose plugin though, and if it uses nvse hooks, probably not possible, for me anyways. Would be good though 
    2. Bittermans
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      The diagonal move NVSE uses is technically a port of the WalkBlessed mod from oblivion which enables diagonal movement.

      you can check the code at the mod's own page
    3. Drarack
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      I just looked at the source code and they both use game specific data which are not available for Fo3. Someone would need to have those data or be able to find them with reverse engineering software. That's not something I have done before or will be learning. 
      So I can't do this one.
  11. Bittermans
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    I hope you are working on backport DiaMove NVSE or port Walkblessed from Oblivion to Fo3

    all of these new goodies, and all that is left is proper diagonal movement animations.