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encumberece based movement speed


TheBlob2

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I did a similar concept, but didn't change the speedmult to avoid downsides (have a similar mod on skyrim, it's annoying). It will block you from running when you're tired, and you will become tired soon if you are more encoumbered

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I did a similar concept, but didn't change the speedmult to avoid downsides (have a similar mod on skyrim, it's annoying). It will block you from running when you're tired, and you will become tired soon if you are more encoumbered

I don't mind the downsides honestly. since there is no fatigue indicator in new vegas we really shouldn't mess with it, because the lack of feedback would be incredibly annoying.

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I don't mind the downsides honestly

I assume you never experienced these downsides.

 

 

since there is no fatigue indicator in new vegas we really shouldn't mess with it, because the lack of feedback would be incredibly annoying.

I didn't mess with fatigue, I introduced a new stat.

Edited by Fallout2AM
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in a heavily modded environment it wasn't answering properly, especially during fights. I considered a smooth reaction of the player being more important than changing its speed continuously because of external factors interfering with it, and I dropped that idea.

Edited by Fallout2AM
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in a heavily modded environment it wasn't answering properly, especially during fights. I considered a smooth reaction of the player being more important than changing its speed continuously because of external factors interfering with it, and I dropped that idea.

because movement speed doesnt update until the player draws their weapon?

I was playing around with the movement speed in game, and that was the only issue I had with modifying it.

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because during a noisy combat a script doesn't always do what it is supposed to do and with the correct timing. However I could introduce that feature as optional, so if something goes wrong I can simply uncheck it, this seems a fair compromise

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because during a noisy combat a script doesn't always do what it is supposed to do and with the correct timing. However I could introduce that feature as optional, so if something goes wrong I can simply uncheck it, this seems a fair compromise

what about the movement speed not updating until a weapon is drawn?

how are you going to fix that?

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