where do i place this ESP file? Theres so many mods that goes into so many other folders so please help to indicate which folder or file this ESP goes into. I've tried to make other mods work but seems like most of them don't work due to different mod ini,DLL,txt, needing to go into different folders and its kinda annoying.
Waiting for something like this to get a Remastered port. Honestly, walk speed could be a bit quicker, but normal run for a 30 speed, 5 athletics, brand new character feels about 50% too fast. Like, it's where it should be at maximum ability right out the gate.
Yes, movement speed in Oblivion is tied to the player's speed. So if you're slowed down by heavy armor, everyone else in the game will move at that speed too.
This just makes the base speed slower, once you get into super high levels of speed and acrobatics it’s still cartoonishly fast, just not as much as vanilla.
I wouldn’t mess with this, preferably you could try just setting the speed, acrobatics and athletics caps back to vanilla if the uncapper you’re using has an INI. Otherwise, you could modify the game setting that affects how much those things affect your speed to a very low or 0 value, but I don’t remember if I edited that setting in this mod.
Hello again,thanks for a answer.Unfortunately there is no ini with entries for acrobatics or athletics in any of the uncappers, but i found a another mod and changed this following values. Vanilla new Value -fMoveCharWalkMin 90.000000 45.000000 -fMoveCharWalkMax 130.000000 65.000000 -fMoverunmult 3.000000 1.500000 -fJumpHeightMax 164.000000 85.000000 -fMoveRunAthleticsMult 1.000000 0.500000 -fJumpHeightMin 64.000000 32.000000
I thought if i halve the entries it should at least balance the 200 skill with uncapper so that it is not worse than in the vanilla game.Maybe i halve these entries again to make it fit a bit more.Sorry if i'm annoying,but maybe I can hear your opinion?You certainly know more about it than i do.
I would leave the jump values alone and use a gravity mod instead, the athletics decrease is fine, I might include that here when I have time to mod this game again actually. The problem with the rest of the tweaks is that they work fine when you’re high level in acrobatics and speed, but early game you’ll be exceedingly slow.
Sorry for replying so late was busy with work and stuff,you were right, fMoveCharWalkMin is just too slow,so i changed it to 55.000000.Isn't the gravity setting just the one that controls the falling speed?
Not sure how to do that unfortunately, I don't know much about modding.
I did manage to find a workaround though, I opened the "Slower Backwards Running" mods' .esp in the CS and edited to the following values: fMoveCharWalkMax=110 fMoveRunAthleticsMult=0.5
This seemed to retain the reduced backwards running speed of the original mod, while also reducing the impact that Athletics and Speed has on the player characters' max speed. Ended up with slower running animations that don't look as jank, and also with backwards movement that is 85-90% of normal movement speed.
only made worse at high levels of athletics and speed where you can zip around faster than a horse Yes you are right about that. I have been running around for a few days to check out mod conflicts and if scripts work, and I set athletics, speed and acrobatics to 255, and my character can actually fly. Insane.
Of all the overhauls and replacers and tweaks and plugins, this single one does by far the most to make Oblivion feel immersive.
And balanced. Without it, there's just no point in playing an archer or using Target ranged spells at all. Especially good in combination with certain "hardcore" styled combat mods, because otherwise you can get one-shot before you even hear the footsteps...
39 comments
Also, you have edited -
fMoveCharWalkMin - 90.0000
Despite this being the same as vanilla. Might be worth uploading a new version which doesn't include this redundant record edit.
But no, it is not possible to separate foot step sounds from walking.
Vanilla new Value
-fMoveCharWalkMin 90.000000 45.000000
-fMoveCharWalkMax 130.000000 65.000000
-fMoverunmult 3.000000 1.500000
-fJumpHeightMax 164.000000 85.000000
-fMoveRunAthleticsMult 1.000000 0.500000
-fJumpHeightMin 64.000000 32.000000
I thought if i halve the entries it should at least balance the 200 skill with uncapper so that it is not worse than in the vanilla game.Maybe i halve these entries again to make it fit a bit more.Sorry if i'm annoying,but maybe I can hear your opinion?You certainly know more about it than i do.
Any suggestions for a fix? I've tried not merging into bashed patch and just keeping both .esp's checked but to no avail.
Edit: Just to be clear, this mod still works with the "slower backwards running" mod enabled, however it stops the other mod from function
I did manage to find a workaround though, I opened the "Slower Backwards Running" mods' .esp in the CS and edited to the following values:
fMoveCharWalkMax=110
fMoveRunAthleticsMult=0.5
This seemed to retain the reduced backwards running speed of the original mod, while also reducing the impact that Athletics and Speed has on the player characters' max speed. Ended up with slower running animations that don't look as jank, and also with backwards movement that is 85-90% of normal movement speed.
Seems kinda pointless to role-play as a speedy agile type character now if the enemies just get faster too lol.
Another example of the level-scaling gameplay loop that is oblivion ig
Yes you are right about that. I have been running around for a few days to check out mod conflicts and if scripts work, and I set athletics, speed and acrobatics to 255, and my character can actually fly. Insane.
And balanced. Without it, there's just no point in playing an archer or using Target ranged spells at all. Especially good in combination with certain "hardcore" styled combat mods, because otherwise you can get one-shot before you even hear the footsteps...