Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 Found this hidden INI setting. Wondered if it has anything to do with what you experiencing. fCloakEffectUpdateInterval=0.5000 Good find. Unfortunately moot. What I was trying to do was correct for a flaw in FO4's engine that causes mobility in third-person to be slower than in first-person under almost all circumstances. It turns out that there is an absolute maximum speed for sneaking while in third person, which is in fact the speed reached during normal play. Not even forcing SpeedMult to 500 has any effect on it. Not even directly editing NPC_Sneaking has any effect on it. These edits definitely affect first-person mobility, though. Very disheartening. Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 Hey, It Just Works remember ;) Would there be some way to edit the animation itself and speed it up? I'm not savvy with modelling and animation much, but thought I'd throw it out there. Link to comment Share on other sites More sharing options...
Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 (edited) Would there be some way to edit the animation itself and speed it up? I'm not savvy with modelling and animation much, but thought I'd throw it out there. I don't have the tools either. But, what I did try is replacing the unarmed sneak animation with the melee-armed sneak animation. The replacement took, but it didn't suddenly cause speed modifiers to work for sneaking unarmed. Still, I have a crazy idea. Crazy crazy. Edit: The fundamental limitation seems to be that sneaking in third-person while not wielding a weapon causes the mobility cap. Wield a weapon, even bare hands, and the cap turns off. Simultaneously, of course, the nature of the camera changes from free-rotation to always-behind. That may or may not have something to do with it. I've started skimming through the idle animations in CK to see if I can make any sense of it all. I also substituted a wielding sneak animation with the non-wielding sneak animation to settle once and for all whether the problem is something inherent in the animation itself. It is not. Either the game is hardcoded to cap speed for unarmed sneaking, or there's something I can adjust in CK that will solve this. Edited December 12, 2017 by Asterra Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 Wouldn't surprise if it's one of the settings they haven't implemented. They half ass everything else quite a bit. Good luck with your endeavor :) Link to comment Share on other sites More sharing options...
ThoraldGM Posted December 14, 2017 Share Posted December 14, 2017 I don't have anything useful to contribute. Just wanted to mention that using effect conditions to simulate/give us more events is brilliant. I need to make a list of what's possible and file it somewhere handy. Link to comment Share on other sites More sharing options...
Asterra Posted December 14, 2017 Author Share Posted December 14, 2017 I don't have anything useful to contribute. Just wanted to mention that using effect conditions to simulate/give us more events is brilliant. I need to make a list of what's possible and file it somewhere handy. You'll want to keep in mind the phenomenon I noted, which ultimately made me abandon the idea, i.e. the fact that it only updates every second. I don't see any sign of a means for adjusting the rate. In the end, I went with my original method of looping every 0.1 seconds. (Even that is frankly too slow.) Link to comment Share on other sites More sharing options...
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