Evangela Posted March 8, 2020 Share Posted March 8, 2020 (edited) Thanks for all the help, Rasikko. I've got it keeping pace pretty much with no weird effects on its animations. I had to increase its speed to above the player run speed. I'm thinking that its speed is maybe tied to its size, so since it is smaller than a standard dwemer spider it needed a bit more of a boost. However that may be it is now not being left miles behind. I just needed its size to be smaller because It got stuck in some doorways and gaps that a normal NPC could get through because of its larger radius. A plus for the player of having it smaller is that they can jump over it in cave small halls, doorways etc... so the pet follower never blocks the player in.Speed is indeed tied to height. You take the height and divide it by 128 to give you a multiplier(rounded up, ex. 1.0078 -> 1.008) You take that multiplier and multiply it by the base running speed of the movement type associated with that race(370 for humanoids). The result is the running speed for that actor. Edit: I just realized you're talking about the size drop down on the race form.. I don't know how that affects speed. Edited March 8, 2020 by Rasikko Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 8, 2020 Author Share Posted March 8, 2020 Still good to know about the height relationship, Rasikko. Yes, I was talking about the size in the race form. It does seem to affect the speed you see in game. I'm tinkering with it but I should really have done a set of proper experiments to determine the mathematical link... I couldn't be bothered, sad to say. It's lazy, I know, but I just wanted to get it working. I'm also working on the sound files. I almost wish I hadn't chosen a Dwemer spider as the pet. Almost. It's beginning to look and behave fine. It's just that for the spider it has 8 legs and different footstep sounds for each of them! I'm editing all of the vanilla sounds for my spider to make them quieter, lower in pitch and muffled, then making new sound descriptors, impact data, impact sets etc. The main sounds are easy but the footsteps have to be tied in to a lot of forms and traced back to the armour add-on form. I'll get there. Link to comment Share on other sites More sharing options...
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