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Zana Daniel

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About this mod

A Commonwealth where humans move like humans and creatures move like creatures.
Player, NPCs, and all other beings have been tweaked to move in a more believable manner.
Some will be slower, some will be faster.
Step out of the vanilla fantasy and step into some reality.

Permissions and credits


This mod changes the movements of the player, NPCs, and all creatures to shift your gameplay more towards what would actually make sense from a biological and physical standpoint.


If you're a realism/immersion freak like myself when playing games then you'll feel right at home.
Moving through interiors will feel more correct and suspenseful while combat will be much more tactical as a consequence of the realistic pace. Your overall experience will completely change and in my opinion you should really give it a shot even if you don't think this will be your cup of tea.

Humans in general move much slower and different types of weapons will further affect mobility just like it would in reality.
Sneaking is slower, strafing is slower, and aiming down the sight will of course significantly slow you down while on the move.
You will actually feel like a person who has weight and momentum, not the arcadey camera whipping from corner to corner like flash.

According to the lore, power armor can supposedly withstand multiple hits from heavy caliber rifles in the same spot.
The "equivalent" armor plates that we have today which even come close to such durability are extremely heavy.
Just to give some perspective, 1 cubic meter of aluminium weighs ~2700kg and that's just aluminium.
Furthermore, a cubic meter of steel (which is actually used 
for repairs in Fallout 4) weighs ~7800kg.
Lets assume that in the world of Fallout they use a special light(ish) alloy, but even then it would still set its weight in the range of ~500kg and upwards at the very least.
Knowing all of this, power armor movement has been modified fitting to a suit of armor of this magnitude.
That being said though, the heavier weapons are still much more manageable in a nice suit of high tech power armor so don't be discouraged.

Human NPCs have been altered accordingly so now you'll move at the same speed as them.
Also, changes have been made to the different enemy types such as raiders in how they maneuver when attacking, strafing, walking, etc.


Creatures will now intimidate you a little bit more with their abnormal physical capabilities.
Deathclaws move at deadly speeds so you better be on your toes!
Supermutants can propel to much higher speeds when moving in straight directions due to their sheer size, power, and muscle mass.
Wolves and hounds are very fast.
Almost all other creatures have also been carefully looked at.

Obviously this is completely my subjective taste but here's some fantastic mods to "stack" with this mod:
Arbitration - Fantastic AI mod that will make enemies smarter and more unpredictable.
Weapons of Fate - One of my favorite mods, adds bullet velocity and gravity.
Automatically Lowered Weapons - Immersive and cool for when nothing is happening.
Rewarding Difficulty Damage - Gets rid of bullet sponges. (arbitration also has damage modifiers but I prefer this one)
RAW INPUT - Fixes mouse input by disabling acceleration and enabling constant sensitivity.
DEF_UI - Allows you to turn off many spoon-feeding HUD elements such as the sneak indicator, hitmarkers, enemy locations in compass and much more.

This mod was designed to be as compatible as possible.
The least was used to change the most.
Only the "movement_types" have been altered so it will be compatible with pretty much every mod unless they specifically also make changes to that category.
In a case where you're suspicious that a mod may overwrite what this mod does, simply place this mod after (beneath) them and everything should work flawlessly.
Nothing in this mod will corrupt, damage, or linger in your saves in any way.
Don't hesitate to install or uninstall at any time.

Load anywhere you'd like except if in doubt about a possible conflict, just move it lower. (explained above)
All this does is make sure they don't overwrite the changes my mod makes.