So I updated this mod to remove the speed when sighted down a weapon, everything else should be the same as version 1.0.
Adjust player walk speed to match NPC's walk speed.
The walk speed for both NPC and PC have been changed to 78 units (this should affect: 1h, 2h, big/small/melee weapons etc).
Run speeds have been tweaked a little bit as well as sprinting.
I tried to keep them in line with an immersive feel to them and may tweak them based on feedback.
Walk/Run outside of PA is a little slower to get that back peddling feel.
PA versions remain consistent with their other directional values with the idea that servos etc will maintain a consistent speed in all directions.
Stand: walk | run | sprint - crouch: run | walk (with the 3rdPerson speed issue at the end)
NOTE: this is NOT a bat/command file; you see the console come up because thats what I use to activate my recording software.
If using the arbitration lowered button mod, the walk speed is not handled by any of the movement records.
It seems to be using its own custom formula which I haven't quite figured out.
Which means when you lower the weapon, the walk speed will change.
Update: Found out it might be tied to animation speed and "essentially" hardcoded.
If you are using that mod, it will still be slow but you will eventually catch up/walk past a walking NPC.
If you DO NOT use the mod, it should work fine.