Hi, the mod appears to be working correctly, however I have to point out an issue that another sprint mod I was using for a long time also has: the fatigue consumption while sprinting is framerate-dependent, meaning with a higher frame rate you'll burn more fatigue than with low fps. This is easy to test, just go into an interior cell with enough space and where you get high FPS, then sprint until your fatigue runs out and count how long it takes. Then either go to a cell where you have low fps or limit the fps with MGE XE (the lowest is 15) and repeat.
To fix this, you need to multiply the amount you want fatigue to be removed per second with the time since the previous frame. For example, lets say you want sprinting to cost ten times the fatigue drawback value, you'll have to change line 353 to this:
I don't know how versed you are in game programming, but that's a thing which has to be considered all the time. Especially in a game like Morrowind with wildly different frame rates in different places, on different hardware and especially with different mods installed.
is this the only change to the code necessary to account for the fps or is it more involved? (the fps dependency is super noticeable with my laptops specs lol)
Seemingly out of nowhere getting a whole bunch of these in MWSE.log
Error in event callback: Data Files\MWSE\mods\Sprinting\main.lua:117: attempt to compare boolean with number stack traceback: .\Data Files\MWSE\core\lib\event.lua:167: in function '__lt' Data Files\MWSE\mods\Sprinting\main.lua:117: in function 'action' Data Files\MWSE\mods\Sprinting\main.lua:172: in function <Data Files\MWSE\mods\Sprinting\main.lua:167> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:180: in function <.\Data Files\MWSE\core\lib\event.lua:170>
For sprinting to do not use up any fatigue set all the Fatigue Options to zero.
For running, in general, to do not use up any fatigue set fFatigueRunBase and fFatigueRunMult to zero using the GMST Menu or by making a mod.
If you are just frustrated by the constant toggling between walking and running in order to maintain a normal speed, consider the JoggingMod by OwenFromCanada.
Well, I am not using OpenMW, and the Lua support is in its early stages. Cannot make any promises but I might consider trying to make a compatible version if everything needed is currently supported, but that might take a while.
23 comments
To fix this, you need to multiply the amount you want fatigue to be removed per second with the time since the previous frame. For example, lets say you want sprinting to cost ten times the fatigue drawback value, you'll have to change line 353 to this:
e.mobile.fatigue.current = e.mobile.fatigue.current - activeFatigueDrawback * 10 * tes3.worldController.deltaTime
I don't know how versed you are in game programming, but that's a thing which has to be considered all the time. Especially in a game like Morrowind with wildly different frame rates in different places, on different hardware and especially with different mods installed.
This mod will likely need one too unfortunately
Couple times now the mod just stops functioning. just saved and reloaded. Will comment more if I figure out why.
works fine now.
If you are just frustrated by the constant toggling between walking and running in order to maintain a normal speed, consider the JoggingMod by OwenFromCanada.PS: both these mods have become implicitly essential now.
---because lets be honest, openmw is the future of Morrowind imo....much better game engine than even oblivion imo.