PJMail Posted May 12, 2022 Share Posted May 12, 2022 I'm not using an input layer, nor changing the Player's animarchetype, nor doing anything with the worldspace/previsbines.I have occasionally found the game gets confused about whether caps-lock is on or off, but anything else that can trigger sprinting being disabled?It works if you save and restart - so isn't something stored in the save. Such an odd thing to stop working occasionally... Link to comment Share on other sites More sharing options...
PJMail Posted May 12, 2022 Author Share Posted May 12, 2022 Very curious to know why people blame scrapping mods (broken precombines) as a reason - and why this variable (fPlayerDisableSprintingLoadingCellDistance) helps... Link to comment Share on other sites More sharing options...
LarannKiar Posted May 13, 2022 Share Posted May 13, 2022 (edited) I assume it's because the objects in the location (or "Space", see the condition below) the Player is sprinting towards are still loading so the game intentionally disables sprinting to wait for those objects to get loaded. And since broken precombines decrease performance, the probability of this situation increases. But it's just an assumption.. Does it happen exactly when the Player moves into another location (when the Condition IsPlayerMovingIntoNewSpace gets set to 1)? Edited May 13, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
PJMail Posted May 14, 2022 Author Share Posted May 14, 2022 Thanks @LarannKiar - you are suggesting what I had concluded - a game mechanic to delay you while things are loading.I did not know about that condition, but found that setting fPlayerDisableSprintingLoadingCellDistance:Gameplay to 0 resolved the problem.(perhaps causing other issues - but not anything reported so far). It was triggered after flying to a location via Vertibird - which is notorious for pushing the loading of Cells to the limits... Link to comment Share on other sites More sharing options...
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