For those who want to save themselves a plugin slot, you can add the following variables to the [GameSettings] section of your nvse_stewie_tweaks.ini file - also allowing you tweak these values yourself to your liking.
For reference, this is the vanilla value pointing to CdaviB's values. fMoveBaseSpeed= 77 -> 120 fMoveRunMult = 4 -> 2.4 fMoveSneakMult = 0.57 -> 0.47
Keep in mind that will take effect after all plugins, so if you have ANY other mods that change these values, the .ini tweak will overwrite it. I recommend keeping PMS installed, but disabled so you can re-enable it to check for conflicts/overwrites. If there are any, go into FNVEdit and select this mod to find the mod changing these values. Now knowing what another mod thinks these values should be, go ahead and make your own judgement call as to what they will be in your .ini file.
Thanks for the mod, CdaviB. Hope you're doing good.
Thanks for the .ini settings. I personally found 120 too fast, 95 base speed and 2.7 runMult is my personal sweet spot. It's nice to be able to fine tune to personal tastes easily like that
Does anybody know if this will alter humanoid NPCS movement speed too? as i recall correctly you have to smash: "setgs" before "fmoverunmult" to alter Npcs likewise.
For some reason doing this changes the running speed but the walking speed seems to stay the same, I tried values like fMoveBaseSpeed = 500 or 999 but the character still moves the same and when I change the setting throgh the console in game the running speed is effected and character moves really fast, but walking still has the same speed of movement just really fast animation. What can be the problem?
This mod works perfectly for my own character, but everyone else seems too fast for their own animations, making it feel like I am the star of a Charlie Chaplin movie. Is this a side effect, or am I doing something wrong?
For others who have the same 'issue': This is a natural consequence. Non-creature NPC actors use the same speed setting changed by this mod. I do not know of any cases where it is actually a problem beyond this effect.
Whenever I use this mod it increases my movement speed overrall, it doesnt reduce it.... So I guess its up to me to manually set in my move speed in the console commands. Whats the point of this mod again?
Thank god. Combat was getting so fucking annoying. Every enemy being able to just back away from me and escape my shotguns range while I'm stuck slowly inching towards them... bullcrap.
i think the file may be corrupted it cause my fomm to not launch i eventually figured out it was the PMS file causing it here is my crash dump just as a heads up to anyone else getting the same error.
Fomm 0.14.11.12 OS version: Microsoft Windows NT 6.2.9200.0
System.ArgumentException: Extension "fomod" is not a supported archive file name extension. at SevenZip.Formats.FormatByFileName(String fileName, Boolean reportErrors) at SevenZip.FileChecker.CheckSignature(String fileName, Int32& offset, Boolean& isExecutable) at SevenZip.SevenZipExtractor.Init(String archiveFullName) at Fomm.PackageManager.Archive..ctor(String p_strPath) at Fomm.PackageManager.fomod..ctor(String path, Boolean p_booUseCache) at Fomm.PackageManager.Upgrade.UpgradeScanner.Scan() at Fomm.Program.Main(String[] args)
This should effect the player and ALL NPC's as well. However, these settings only activate upon 1 of 3 occurrences. After toggling sneak mode, after unholstering/holstering a weapon, or after damage has been taken. This is just how the game engine works, not something I set up intentionally. So it may not adjust every NPC perfectly if one of those 3 things hasn't happened to them, but for the most part it should adjust the NPC's you'd want it to.
I love the adjusted movement speeds! After playing Skyrim with an adjusted walking speed (which felt appropriate for exploring a dark underground dungeon at a careful but not a snails pace) I look up if there's something like that in New Vegas after recently going back to it an BAM! There it is on the frontpage! Awesome!
I do have one question though: Does anybody have any walk animation replacers they would recommend? I don't dislike the animation, but by making it faster makes it seem like everybody is in a hurry all the time, making so many little steps while not really getting anywhere. It also sounds really strange in interiors with lots of NPC's since there is the constant noise of hurried footsteps.
I got used to movement mods in Skyrim as well. That's the sole reason I decided to make this.
The sped-up walk animation and footstep sounds are a huge bummer, I know. I tried and tried and couldn't figure out a way to adjust it other than by movement speed. However, I'm fairly new to the Creation Kit (G.E.C.K.), so perhaps others who know the software better could figure it out. I will certainly keep digging and trying to find the perfect resolution though.
44 comments
For reference, this is the vanilla value pointing to CdaviB's values.
fMoveBaseSpeed= 77 -> 120
fMoveRunMult = 4 -> 2.4
fMoveSneakMult = 0.57 -> 0.47
Keep in mind that will take effect after all plugins, so if you have ANY other mods that change these values, the .ini tweak will overwrite it. I recommend keeping PMS installed, but disabled so you can re-enable it to check for conflicts/overwrites. If there are any, go into FNVEdit and select this mod to find the mod changing these values. Now knowing what another mod thinks these values should be, go ahead and make your own judgement call as to what they will be in your .ini file.
Thanks for the mod, CdaviB. Hope you're doing good.
like that for example (or just edit it to your liking) seems to work :D
[GameSettings]
fMoveBaseSpeed = 120
fMoveRunMult = 2.4
fMoveSneakMult = 0.47
as i recall correctly you have to smash: "setgs" before "fmoverunmult" to alter Npcs likewise.
Fomm 0.14.11.12
OS version: Microsoft Windows NT 6.2.9200.0
System.ArgumentException: Extension "fomod" is not a supported archive file name extension.
at SevenZip.Formats.FormatByFileName(String fileName, Boolean reportErrors)
at SevenZip.FileChecker.CheckSignature(String fileName, Int32& offset, Boolean& isExecutable)
at SevenZip.SevenZipExtractor.Init(String archiveFullName)
at Fomm.PackageManager.Archive..ctor(String p_strPath)
at Fomm.PackageManager.fomod..ctor(String path, Boolean p_booUseCache)
at Fomm.PackageManager.Upgrade.UpgradeScanner.Scan()
at Fomm.Program.Main(String[] args)
Thanks
I do have one question though: Does anybody have any walk animation replacers they would recommend? I don't dislike the animation, but by making it faster makes it seem like everybody is in a hurry all the time, making so many little steps while not really getting anywhere. It also sounds really strange in interiors with lots of NPC's since there is the constant noise of hurried footsteps.
The sped-up walk animation and footstep sounds are a huge bummer, I know. I tried and tried and couldn't figure out a way to adjust it other than by movement speed. However, I'm fairly new to the Creation Kit (G.E.C.K.), so perhaps others who know the software better could figure it out. I will certainly keep digging and trying to find the perfect resolution though.