would you consider an optional file that restores the original walk animation. i dont mind more speed but i prefer the walk animation sometimes even if its sped up. I'm using a ps5 controller, if that matters to you.
Altering the walking animation wasn't my choice. The game does it, since the new speed value reaches the level of very slow running speed, so the engine automatically uses the running animation. :( Unfortunatelly I cannot do anything about that at the moment. I'm just a newcomer modder, don't understand Creation Kit very well. But I will try to figure out something and if I manage, will update my mod.
thanks for your effort. i dont understand any of it so i can't even fathom a solution or the difficulty to get there. Is it possible to lower the floor of the speed threshold while keeping the ceiling where you currently have it? Like the top speed is great but can the range start where vanilla had it?
I thought the mod was really cool, but the walk is running, that is, trotting. Would it be possible to adjust the walk? Make the character walk instead of trotting? NPCS are trotting too
I made a version that doesn't change the NPCs' speed, so they hopefully won't "trotting" anymore. Please use version 1.3b. Sorry, but I prefer the player values this way.
That is a general MO2 warning, similar to the warning it gives about having files in the Overwrite folder. Generally, Starfield mods should be created and saved as .esm or .esl files through the Creation Kit. Older mods created prior to the released of Starfield's official modding tools that have not been updated, or modders have them saved as .esp files either by accident or not being informed.
Generally, one can have only so many .esps loaded in a Bethesda game; roughly, about two-hundred-seventy-ish. With .esm and .esl plugins, that limit has yet to be discovered, as far as I am aware of.
A word of warning: Unlike Vortex, which uses a "load before/load after" load order deployment system, MO2 employs a pure manual load order system unless using tools such as LOOT. As far as I'm aware, certain types of plugins (some .esm files, otherwise known as "master plugins") cannot be manually sorted in a mod load order. I am not familiar with the Creation Kit, or any of the new types of plugins beyond .esl plugins, but i encourage you, the mod author, to investigate these different types of plugins that the Creation Kit can save your finished mod as, when you are ready to publish your mod. Each has their own benefit, and drawback.
you can definitely change the load order of esm plugins. I install all my mods manually and change the plugin txt file (which is responsible for your load order) to update it with the new mod I add. not sure if mod managers are different and dont let you fully control your load order as I never have used them. There is different types of esm files. in creation kit 2 you can save the esm file as a small master which means your game can have up to 4096 small master type plugins before it hits the mod limit, then there is medium masters which you can have a total of 253 files and full masters which is 253 files of this type. Full Master will let you edit the mod in xEdit which is very useful for people that like to edit mods for themselves. Small and Medium master files can only be edited with Creation Kit 2. so in total you can have 4096 small master files, 253 medium and 253 full master esm files before you reach the max mod plugin limit for the game. This is only for game version 1.14.70 and newer. As Bethesda increased the mod limit starting with game version 1.14.70
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UPDATE: Thanks for the fix.
Generally, one can have only so many .esps loaded in a Bethesda game; roughly, about two-hundred-seventy-ish. With .esm and .esl plugins, that limit has yet to be discovered, as far as I am aware of.
A word of warning: Unlike Vortex, which uses a "load before/load after" load order deployment system, MO2 employs a pure manual load order system unless using tools such as LOOT. As far as I'm aware, certain types of plugins (some .esm files, otherwise known as "master plugins") cannot be manually sorted in a mod load order. I am not familiar with the Creation Kit, or any of the new types of plugins beyond .esl plugins, but i encourage you, the mod author, to investigate these different types of plugins that the Creation Kit can save your finished mod as, when you are ready to publish your mod. Each has their own benefit, and drawback.