Seattleite Posted July 29, 2016 Author Share Posted July 29, 2016 I'm looking at this and if this works, it'll actually be pretty great. It'll be especially helpful for making animals move and turn realistically as well, because the game's default was absurd for them as well. Thanks. Link to comment Share on other sites More sharing options...
cdcooley Posted July 30, 2016 Share Posted July 30, 2016 Yes, it's the Movement Type forms that control speed (and turning speed). There's about a dozen just for NPCs with different weapon combinations. Sprinting has its own specific form. I haven't tested by I'm guessing those game setting values you were testing earlier might have some effect on which game animations get played at different speeds because I noticed that if I raise the walk speed high enough the run animation plays even though the character is technically walking. Link to comment Share on other sites More sharing options...
Seattleite Posted July 30, 2016 Author Share Posted July 30, 2016 (edited) I like this. I get to customize each creature individually, and this game's combat has drastically shifted to a more mobile one, meaning with some skill you can actually DODGE now. I just spent a couple minutes, weapon away, dodging a skeever's lunges like a rodent matador. Edited July 30, 2016 by Seattleite Link to comment Share on other sites More sharing options...
asmox Posted July 30, 2016 Share Posted July 30, 2016 Cool - hope you get everything working for your mod. Link to comment Share on other sites More sharing options...
Seattleite Posted July 30, 2016 Author Share Posted July 30, 2016 Well, it didn't help as much as I thought it would when horribly under-levelled (this mod has less level scaling and can be downright brutal at times), but it's definitely a step in the right direction. Now there's just one barrier between this mod and release... And that's a papyrus script I am incapable of making. Too the next thread! Link to comment Share on other sites More sharing options...
Seattleite Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) Okay, had to make some tweaks to prevent walking characters from using the running animation, but that's done and now it works pretty well. Walking is, unfortunately, still very slow as I had to reduce speed from 200 to 100 to prevent that animation, but if you're walking in-game it's either for immersion or caution anyway, so I don't think that's too big of an issue. More details on movement: Your turn speed is consistently 180 when you aren't sprinting or attacking, and 90 when you are. Quadrupedal enemies have a turn speed of 90 (45 when sprinting), and cannot turn while attacking at all. This means that circle-strafing and dodging work well against animals, and it is now possible to dodge many attacks, including NPC power attacks. While running, movement speed sideways is reduced 25% and backwards is reduced 50%. Walking has no speed penalties. Quadrupeds cannot move sideways at all, have half backwards walk speed, and cannot run backwards, however they tend to be very fast when running forwards. If you have to hoof it (and that is not a rare occurrence in this mod), put your weapon away and sprint, but if you're being chased by a quadruped do NOT run in a straight line. Weight decreases movement 0.4% with weapon away and 0.5% with weapon out per pound. Maximum weight with no mods is 118, so that's a 59% penalty with weapon out and 47.2% with your weapon away. Please take a moment upon installing the mod to experiment with how you move around, and when encountering new enemies it'll be worth paying attention to how they move as well. For example, note that hovering enemies generally have the ability to move at full speed in all directions, but turn very slowly. That is easily exploitable in actual combat, and is also a very noteworthy liability to you when you're a hovering vampire lord, which you will have to adjust your combat style to account for. Edited August 5, 2016 by Seattleite Link to comment Share on other sites More sharing options...
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