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Slow Movement


Kolamor

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Hey all, thanks in advance for any help and time offered!

 

For some reason on my latest play through of Fallout my character moves very slowly whenever an alien weapon (from Zeta) is equipped. They seem to act as if they weigh substantially more than their description claims even when holstered (when unholstered the speed is further reduced of course). For example, I move at normal speed with a pistol that has a weight of 3, but move at about equipped minigun speed when an alien atomizer with a weight of 2 is holstered. Also, I move at equally slow speed with all alien weapons including the shock baton.

 

I've checked through what mods I have but am absolutely sure non are meant to alter or change alien weapons in any way. Also, I have played with all these mods in Zeta before with no problem.

 

On a final note, I cheated to raise my agility to 10 and there is no significant improvement. I am of course not crippled, over encumbered, poisoned, or irradiated.

 

Any help on this issue would be appreciated! :thanks:

 

UPDATE: Alright, two things!

- I remembered that for a time only the alien disintegrater was causing my character to slow irregularly. Both the atomizer and the drone cannon acted normal and allowed me to move at normal speed.

-I went into the G.E.C.K. and found that the items are all still set to their normal weights. I wondered if they has somehow been changed but there are not. Hope this helps.

 

ANOTHER UPDATE:

Ug, this bug is getting weirder the more I play with it. I decided to try experimenting with non alien weapons and took Paulson's revolver. I hotkeyed it to the previous button that the atomizer had been set to and equipped it. Once the revolver was equipped I moved at about the same (normal) speed as the 10mm pistol. I then reequipped the atomizer from a different quickslot and it was no longer slowing me abnormally. After a bit of messing around it again slowed my movement. Not sure if this is in fact a bug with Zeta weapons or with all weapons.

 

Note: I have been playing fine with other characters minutes before this particular one. This is an isolated incident. If I don't find a solution soon I'll just start over, though that would be annoying. Any help would be appreciated!

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  • 3 weeks later...

I wouldn't know for sure, but object effects can be added to just about anything, which in this case would be contained inside the Zeta.esm therefore not really up for edits. Either you can or can not, open the geck an load fallout.esm, and Zeta.esm where you could make changes to the weapons in question, then saving it into a new .esp Idk I've heard that when folks do this it doesn't work out for some reason.

 

At the same time though there are plenty of mods around which require DLC's so it stands to reason that you would be able to make edits on DLC weapons then save them in a .esp which loads after the .esm's thereby overwriting that weapons settings with your version you created.

 

Say I want a weapon to make me run slower, really all I would have to do is use the already created vanilla effect, in object effects or base effects. But you might have to have 3 different forms created along with a script to put a effect on something. It's kind of a mix. I'm not even going to look at the Zeta stuff.

 

Seems kind of stupid to mess with it. If it's like that then there's probably a reason. You could fix it though. Just launch geck, pick to load fallout.esm then Zeta.esm (which you would have to tweek your GECK.ini so that you can load more than one .esm) Then once those two load up, find the weapon, double click it to open the edit window, then pick none for the object effect, then save it, name the .esp, load the .esp into the load order, an bammo!

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