The info in the description page tells you what's configurable and known not to be compatible. The configuration file also explains what the settings do and how to disable or modify them. The config file is also shown in the mod's description page. Check spoiler buttons.
Speed modification, jump momentum, and sink in water can all be enabled/disabled/modified separately.
Getting stuck after jumping bug info: This is a conflict. Very likely a stewie speed modification tweak. Solution: Disable the jump momentum feature in this mod's config file OR search "speed" in stewie tweaks and disable the speed tweaks. It's likely only one of the tweaks. I'd guess the agility affects speed tweak but I haven't narrowed down which one.
Downloaded it, and the game becomes more or less unplayable with high AGI builds. You run way too fast with 10% perk speed, etc. Seen no option in configs to remove the speed increase by default. Would be great to have this option. Otherwise works great, but not being able to control because you are too fast is a deal breaker.
Try turning off the jump momentum or specifically, the setting that makes jumps non cancellable. Sounds like there's a mod conflict with this setting. Apart from that, it's unlikely to be this mod.
This it? it was already 0. ;By default, you can still halt a jump moving in it's direction by pressing a different movement control, this makes it so you can't. Eg. Pressing Left while jumping right will halt the player moving right ;Default = 0 bNoCancelJump=0
Yeah that was it. But try setting the jump momentum off completely. I think the option is directly above the text you pasted. And if you have enhanced movement, someone mentioned in the comments somewhere that loading this mod after it solves some issue they had.
But just from what you've described, the main function of this mod(dynamic speed) couldn't be causing the issue as it actually only mimics gravity by detecting angles and modifying speed.
The sink in water effect does effect gravity, but is within a geck condition so that it can't execute when the player is not in water, so it can't really be that.
So it only really leaves the jump momentum. It will lock the players direction and speed if it detects you're in the air. This is the only one that could be in conflict. Possibly with one of the many stewie tweaks that can affect jumping, speed, etc.
Tldr Turn off jump momentum entirely and load after enhanced movement.
If you're feeling generous, paste your stewie tweaks ini here so I can find settings that might be in conflict.
Putting it between spoiler tags is best to keep the page clear if you know how
Thanks a lot. I won't be able to check that out properly till I'm at a keyboard later. I'm guessing disabling jump momentum entirely didn't do it? If it did, let me know and I'll know then which type of conflict I'm looking for and hopefully identify a stewie tweak that is incompatible. True Movement is really 3 mods in one you see.
Ok thanks. It's all written in a way that both fo3 and nv engines can handle. It's just conditional logic within a quest script. When the conditions are met, it acts on the players velocity. Something like if the player jumps, store xy velocity when max xy velocity reached, then hold that velocity til they hit the ground. If it's cancellable, hold velocity until movement keys released or hit the ground. Something like that. Simple enough. Shoehorned in by request probably the day after initial release.
And after a few days of play, I certainly didn't get stuck in the ‘cracks’ once. Thank you. but then this setting entry would be unnecessary to exist...
That's good to know. Thanks. btw, I cant access that pastebin link. The feature isn't unnecessary because it's definitely a conflict. I know the mod works as I have it running for almost a year, and some people use the mod only for that feature. Likely a stewie tweak or a scriptrunner mod in your load order causing the conflict. I'll add this conflict to the description page though at some point recommending to disable either this or the stew tweak when I find which one it is.
Yeah guys, it's a vanilla thing. And you could make a mod to modify gravity to make the player stick to the surface better, but that would affect a few other things in the game aside from plsyer movement. Was considering making a mod to deal with that or just add it to this one because it is annoying.
I predict it won't be straightforward to make without some clever timing added to the script to handle the issues that come with it.
Keep an eye on this mod because this was requested a few times before so I might add it one day.
This is a great mod to pair up with walking inertia, but I dont think it's ready for a legit playthrough.
What it is really missing is affecting NPCs or creating the illusion it it is affecting NPCs. If you are also a user of S tweaks, you'll be missing out on some great gameplay tweaks verus how TM executes it.
Pretty much TM is more about giving features to the player versus using S tweaks giving it to player and NPCs.
If you are more about immersion, then this mod is for you, but if you more about gameplay depth, I'd give this a track and see where this mod goes later on.
May not be relevant for anyone but me, but make sure this mod's esp is loaded AFTER Enhanced Movement by Woooombat, if you use it. I have leaning controls in EM set to LShift + A/D and was working without problems, but recently I moved Enhanced Movement below True Movement without noticing, and suddenly, whenever I lean in-game I start moving in the lean direction. Reordering them solved the issue.
Add key bind to disable TM for convenience...Looking forward to the next version as right now I cant use this mod as I use a certain sprint mod that conflicts.
Also, I wonder what you think about changing turbo mode speed? Base vanilla has turbo as the only chem that gives turbo mode and in vanilla its for like 3 seconds. This is because its just too powerful with everyone just standing still as you run around like superman aka with no speed slowdown. I think if turbo effect was even for both NPCs and players it would be much better. You could then use a mod like FO4 Jet for FNV and not feel like your breaking the game. The AI does just fine running and gunning at vanilla speeds (they run at digital speeds afterall) while we humans can have a harder time and NGL I am hungover and getting up there in age and I just wish that jet could be used to slow the game down a bit without causing the cheat of slowdown only for NPCs.
The toggle key is a bit small for an update atm. I might just put up a patch for you. It would be easy enough to make. What key do you use for sprint? I'll put that default. Don't know about the chem stuff atm
I use SHIFT key as sprint which I feel everyone does so that should probably be set as default. And I can wait for an update for sure, don't bother yourself....plus too many options to download just causes confusion.
Don't know if you're still playing with this but got that toggle key in there. And you can go nuts with the max speeds and how fast you accelerate there now. Also can separately reduce the hill speed penalty. First 5 settings in the config
I meant it's in there now. Value of 42 is the left shift button. Think I wrote that in the config though too. Glad you brought it up, it's a good option for users to have
Its simply superb! Its like a tactile feel of using sprint on steep inclines and letting gravity keep my speed up on downgrades that immerses me quite a bit. I find the default preferable for some reason while my brain "thinks" I will prefer the more subtle LOL. It pairs well with DBP Sprint mod as that mod only increase the animation speed and feels way more fluid than having a different animation for running faster. All IMO but I link here as it pairs perfectly with this mod. Only thing you need to do is open the MCM menu once to start the mod for some reason or it wont work.
https://www.nexusmods.com/newvegas/mods/65907
And the icing was the 42 listed as Lshift key for ease of install. Only thing I would say it needs is an http link for other key users to be perfect. Thank you for this mod :)
Thanks a lot. Appreciate it. I'll put the full key list in separately. Can you do me a favour, I just got a bug report that the slowing down going up hills is malfunctioning and continuing to slow to a halt. This sounds like an experimental recode I was doing and must have uploaded the wrong esp. I think it's just an incompatibility with another mod as I can't produce it.
I'm out atm but I can hide the mod till it's fixed if it is an issue and not a conflict( which is possible)
170 comments
The info in the description page tells you what's configurable and known not to be compatible.
The configuration file also explains what the settings do and how to disable or modify them. The config file is also shown in the mod's description page. Check spoiler buttons.
Speed modification, jump momentum, and sink in water can all be enabled/disabled/modified separately.
Getting stuck after jumping bug info:
This is a conflict. Very likely a stewie speed modification tweak.
Solution:
Disable the jump momentum feature in this mod's config file OR search "speed" in stewie tweaks and disable the speed tweaks. It's likely only one of the tweaks. I'd guess the agility affects speed tweak but I haven't narrowed down which one.
Seen no option in configs to remove the speed increase by default. Would be great to have this option.
Otherwise works great, but not being able to control because you are too fast is a deal breaker.
DECREASE this value to reduce the down hill speed BOOST.
fStrengthDown=1.0
INCREASE this value to reduce the speed PENALTY going up hills
fStrengthUp=1.0
which value should I adjust to solve this?
;By default, you can still halt a jump moving in it's direction by pressing a different movement control, this makes it so you can't. Eg. Pressing Left while jumping right will halt the player moving right
;Default = 0
bNoCancelJump=0
But just from what you've described, the main function of this mod(dynamic speed) couldn't be causing the issue as it actually only mimics gravity by detecting angles and modifying speed.
The sink in water effect does effect gravity, but is within a geck condition so that it can't execute when the player is not in water, so it can't really be that.
So it only really leaves the jump momentum. It will lock the players direction and speed if it detects you're in the air. This is the only one that could be in conflict. Possibly with one of the many stewie tweaks that can affect jumping, speed, etc.
Tldr
Turn off jump momentum entirely and load after enhanced movement.
If you're feeling generous, paste your stewie tweaks ini here so I can find settings that might be in conflict.
Putting it between spoiler tags is best to keep the page clear if you know how
I'm guessing disabling jump momentum entirely didn't do it? If it did, let me know and I'll know then which type of conflict I'm looking for and hopefully identify a stewie tweak that is incompatible. True Movement is really 3 mods in one you see.
Incidentally, what kind of function entry is this Jump Momentum?
Thank you. but then this setting entry would be unnecessary to exist...
The feature isn't unnecessary because it's definitely a conflict. I know the mod works as I have it running for almost a year, and some people use the mod only for that feature. Likely a stewie tweak or a scriptrunner mod in your load order causing the conflict.
I'll add this conflict to the description page though at some point recommending to disable either this or the stew tweak when I find which one it is.
Attached via uploader.
https://www.mediafire.com/file/l0y0at7m3fz4mx0/stewie_tweaks.txt/file
I predict it won't be straightforward to make without some clever timing added to the script to handle the issues that come with it.
Keep an eye on this mod because this was requested a few times before so I might add it one day.
What it is really missing is affecting NPCs or creating the illusion it it is affecting NPCs.
If you are also a user of S tweaks, you'll be missing out on some great gameplay tweaks verus how TM executes it.
Pretty much TM is more about giving features to the player versus using S tweaks giving it to player and NPCs.
If you are more about immersion, then this mod is for you, but if you more about gameplay depth, I'd give this a track and see where this mod goes later on.
I have leaning controls in EM set to LShift + A/D and was working without problems, but recently I moved Enhanced Movement below True Movement without noticing, and suddenly, whenever I lean in-game I start moving in the lean direction.
Reordering them solved the issue.
Thank you!
Also, I wonder what you think about changing turbo mode speed? Base vanilla has turbo as the only chem that gives turbo mode and in vanilla its for like 3 seconds. This is because its just too powerful with everyone just standing still as you run around like superman aka with no speed slowdown. I think if turbo effect was even for both NPCs and players it would be much better. You could then use a mod like FO4 Jet for FNV and not feel like your breaking the game. The AI does just fine running and gunning at vanilla speeds (they run at digital speeds afterall) while we humans can have a harder time and NGL I am hungover and getting up there in age and I just wish that jet could be used to slow the game down a bit without causing the cheat of slowdown only for NPCs.
Don't know about the chem stuff atm
https://www.nexusmods.com/newvegas/mods/65907
And the icing was the 42 listed as Lshift key for ease of install. Only thing I would say it needs is an http link for other key users to be perfect. Thank you for this mod :)
I'm out atm but I can hide the mod till it's fixed if it is an issue and not a conflict( which is possible)