First of all - if you are using Stewie's Tweaks, you may not need my mod, as you can modify the player speed there as well by enabling "bAgilityScalesMovementSpeed" and modifying its corresponding parameters.
Second - I don't recommend using GECK for changes. GECK has the habit of adding unwanted records to a mod which conflict with other mods. Use FNVEdit instead.
The idea of this mod is that agility 5 offers the base run speed (factor 1x). Anything less is slower, anything more is faster. So you simply add or subtract from that base. In case of 10% steps you'd have factors of 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.3, 1.4 and 1.5 for the agility perks from 1 to 10. Beware that high speed modifiers can cause some issues at high agility. They may be ok for heavy armor, but you will be very quick in light armor. Your companions may not be able to follow you at the same speed. Also you may experience stutter, because the game cannot load the cells quickly enough.
Oh, many thanks for your help and hints! I tweaked a little, and it was good: not too fast, nor too slow (like vanilla). I'm going to adjust it through FVNEdit then. About Stewie's Tweaks, I (unfortunately) cannot use it because I'm playing New Vegas on my Xbox 360. Edit: here on FNVEdit is like this: Lv 1: 0.8; Lv 2: 0.85; Lv 3: 0.90; Lv 4: 0.95 and so on (it adds 0.5 points per level, showing, on Lv 10, 1.25). Is that corect? because it begins higher (0.8) than your 10% values (0.6).
hello i've been using this mod on my second playthrough it's really great however it doesn't seem to be compatible with just vanilla sprint it was working fine up to a point but then it broke. my character is now stuck in ground and doesn't move no respond when i press any movement button i also can't unholster my weapon i can jump however the problem gets fixed when i disable either this or vanilla sprint i can also move normally once i turn off collision through console command
Unholstering has nothing to do with this mod, so there must be a different problem. I guess the issue is caused by the animation script in "Vanilla Sprint". It has code for force holstering the weapon. If it got stuck, you can't unholster weapons anymore.
As for the speed - this mod only assigns a perk, based on the player agility. For example if you have agility 8 then you get assigned "hdlAgilitySpeedPerk8". You can use the console to verify if you have the perk by "player.hasperk hdlAgilitySpeedPerk8". It should return 1 (if you have agility 8). The perk itself only multiplies the existing player run speed by a certain value, in this case 1.15 (same mechanism as for the vanilla "Travel Light" perk). The check for the correct perk is done every second, in case something modified your agility value. If nothing changed, nothing is done. If agility was modified, the old speed perk is removed and the new one assigned.
I used the perk approach, because setting the player run speed modifier directly in a script (like "Vanilla Sprint" does) is known to cause problems. If it is set to zero, you can't move anymore, no matter the multiplier that my perks (or any other perks) set.
Another issue may be that "Vanilla Sprint" uses "DisableControl" commands to disable the forward, backward, left and right control keys. If this script doesn't work properly and the keys are not enabled again, you'll be stuck in place.
fAgilityMovementSpeedMult in Stewie already allows you to set the speed multiplier per agility point the player gets. How is this different? Is it player exclusive in it's changes?
You' re the second person in a row that didn't read the mod description or did I phrase it in a confusing way? After all, English isn't my native language.
I read it, you brought up bAgilityScalesMovementSpeed. Seems kinda implied that this is player exclusive. Just saw your response to the comment below, adding that it adds perks based on the players agility to the description would make it clearer though
This mod is compatible with everything. It adds one of 10 new perks to the player, according to his agility. The perk is updated if the player agility changes in any way. Perks stack, so if you use other mods which add or modify speed related perks, they won't conflict. This mod's perks will also not conflict with speed related changes to game parameters or player actor values.
18 comments
Player Agility based Speed Improved
If I want to add 10%, 15%, which value should I put in the GECK? 10% = 0.85 (add 0.05)?
Second - I don't recommend using GECK for changes. GECK has the habit of adding unwanted records to a mod which conflict with other mods. Use FNVEdit instead.
The idea of this mod is that agility 5 offers the base run speed (factor 1x). Anything less is slower, anything more is faster. So you simply add or subtract from that base. In case of 10% steps you'd have factors of 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.3, 1.4 and 1.5 for the agility perks from 1 to 10.
Beware that high speed modifiers can cause some issues at high agility. They may be ok for heavy armor, but you will be very quick in light armor. Your companions may not be able to follow you at the same speed. Also you may experience stutter, because the game cannot load the cells quickly enough.
I'm going to adjust it through FVNEdit then.
About Stewie's Tweaks, I (unfortunately) cannot use it because I'm playing New Vegas on my Xbox 360.
Edit: here on FNVEdit is like this:
Lv 1: 0.8; Lv 2: 0.85; Lv 3: 0.90; Lv 4: 0.95 and so on (it adds 0.5 points per level, showing, on Lv 10, 1.25).
Is that corect? because it begins higher (0.8) than your 10% values (0.6).
Many thanks.
As for the speed - this mod only assigns a perk, based on the player agility. For example if you have agility 8 then you get assigned "hdlAgilitySpeedPerk8". You can use the console to verify if you have the perk by "player.hasperk hdlAgilitySpeedPerk8". It should return 1 (if you have agility 8).
The perk itself only multiplies the existing player run speed by a certain value, in this case 1.15 (same mechanism as for the vanilla "Travel Light" perk). The check for the correct perk is done every second, in case something modified your agility value. If nothing changed, nothing is done. If agility was modified, the old speed perk is removed and the new one assigned.
I used the perk approach, because setting the player run speed modifier directly in a script (like "Vanilla Sprint" does) is known to cause problems. If it is set to zero, you can't move anymore, no matter the multiplier that my perks (or any other perks) set.
Another issue may be that "Vanilla Sprint" uses "DisableControl" commands to disable the forward, backward, left and right control keys. If this script doesn't work properly and the keys are not enabled again, you'll be stuck in place.
Since I cannot (unfortunately) use Script Extender (Xbox 360), I'll use your mod in my next playthrough.
Thanks!
Perks stack, so if you use other mods which add or modify speed related perks, they won't conflict. This mod's perks will also not conflict with speed related changes to game parameters or player actor values.