Bug reports are best put in the bug section. See mod compatibility in the description page. Some stewie tweaks might cause issues. Been getting some good feature suggestions. If you have any, leave a post and it might make it in to an update.
If you have issues with speed, please read before reporting bugs If you have issues, type speed into stewie tweaks menu, disable tweaks that affect speed, and see if the the issues resolve. If that doesn't work, disable fo76 encumbrance and see if the issue resolves. These settings cause no issue for me, but because they act on the same player value, there is potential. Please report any findings, and I can recreate any problem tweak and integrate them into this mod.
V1.51 26/09/2024 I forgot to disable the script's dev info console print. You would have had a lot of info being printed to console without knowing. Fixed
V 1.5 26/09/2024
Fixed the player doing a super jump when in shallow water.
Added config option to increase/decrease the speed penalty going uphill
Added a config option to increase/decrease the max speed that can be gained going downhills
Added a config option that will let the user set a key to disable the speed effects while the key is held. (Like if you bind it to your sprint key so it's disabled while sprinting)
Modified the accelerator to try to achieve a more natural acceleration curve while increasing/decreasing speed
Removed the hardcoded console print of config settings on gameload. Can be toggled on at the bottom of the config file.
The main new config options are at the top of the config file and are explained there.
If you like the music in the demo, NV main theme replacer Here.
Todo
Add Mod Configuration Menu support
Make the mod more customisable
User suggestions being looked into:
Add key bind to disable TM for convenience.
Make npc speed by modified by terrain
Smoothing out the vanilla wasd movement transitions
Fixing a vanilla issue of falling/hovering when going down steep stairs/slopes
Preserve inertia falling into water. The higher the fall, the deeper you'll go
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)
Howdy! Hope all is well, this is a great mod! However, I'm having a bug which manifests in the fact that when my courier exits into an exterior cell, he becomes stuck in place, unable to move. I can jump, open my pipboy, fire weapons, etc. But I cannot move. WASD keys all seem to not work. Any ideas on what might cause such a bug?
Does it happen often? Do you have a save so you can return to the issue and try something with the config file? Try turning off jump momentum and see what happens. Says here you're using Version 1. I've done a lot since to it since then
TrueMovement.ini v1.51 of fStrengthUp says "Higher vales than one will decrease the speed penalty going up all slopes. Lower values decrease it." I think you mean "increase" for one of these, but which one?
Yes, unintuitively, it does decrease the speed penalty going uphill by raising the minimum speed multiplier. When True Movement 2 is out, things will be a lot more intuitive and will be in mcm. 1.51 was only intended to remove a jumping bug in water. I just shoehorned in a few more settings and tweaks that I thought would improve things for users.
Shite sorry, that would have seemed patronising. I've had users write stuff like that before because they are used to setting values actually making sense! Totally misread what you wrote. Yes, lower values will increase the speed penalty going up hills. Typo on my behalf
I've noticed a problem with mods that enable the player to negate fall damage, like titans of the new west, the players speed gets permanently increased when jumping off of high points and doesn't return to normal until a save has been reloaded. It's not necessarily important, but it just means you can't jump off of high points and retain your normal walking speed. EDIT: It just permanently increases walk speed
Hi, that's very good to know. Hopefully get to look at that tonight. Semi solution in the mean time is to set a key in the config file for disabling true movement. Holding that for a sec after the fall will reset the speed multiple back to normal. Will save you the bother of reloading a save. If that doesn't work, it must be the jump momentum feature interacting with another mod, in which case, disable that and the issue would go away. If you try these out, can you let me know if either made a difference?
Thanks! I'm gonna add the fact that with Walking Inertia it feels smoother than most modern games, never thought this could be achieved on such an ancient engine.. I don't have the slightest idea how you pulled this off. I'll look at the .esp when I have some free time and maybe learn something new
Oh boy, well good luck with that. It's made for fo3 and ported to nv, so no udfs or events, so it's like 1000 lines of code and I didn't leave comments explaining it. You'll probably get the idea though. Looking forward to taking advantage of all the nvse stuff, refactoring, and adding more stuff. Nv modders don't know what an awesome job the dev team did upgrading from fose
145 comments
Bug reports are best put in the bug section.
See mod compatibility in the description page. Some stewie tweaks might cause issues.
Been getting some good feature suggestions. If you have any, leave a post and it might make it in to an update.
If you have issues with speed, please read before reporting bugs
If you have issues, type speed into stewie tweaks menu, disable tweaks that affect speed, and see if the the issues resolve. If that doesn't work, disable fo76 encumbrance and see if the issue resolves. These settings cause no issue for me, but because they act on the same player value, there is potential. Please report any findings, and I can recreate any problem tweak and integrate them into this mod.
V1.51 26/09/2024
I forgot to disable the script's dev info console print. You would have had a lot of info being printed to console without knowing. Fixed
V 1.5 26/09/2024
The main new config options are at the top of the config file and are explained there.
If you like the music in the demo, NV main theme replacer Here.
Todo
Make the mod more customisableUser suggestions being looked into:
Add key bind to disable TM for convenience.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)
However, I'm having a bug which manifests in the fact that when my courier exits into an exterior cell, he becomes stuck in place, unable to move. I can jump, open my pipboy, fire weapons, etc. But I cannot move. WASD keys all seem to not work. Any ideas on what might cause such a bug?
EDIT: It just permanently increases walk speed
Semi solution in the mean time is to set a key in the config file for disabling true movement. Holding that for a sec after the fall will reset the speed multiple back to normal.
Will save you the bother of reloading a save. If that doesn't work, it must be the jump momentum feature interacting with another mod, in which case, disable that and the issue would go away.
If you try these out, can you let me know if either made a difference?
Btw, Walk speed and run speed is affected?
i thought it was effect from some s#*! my character got addicted lmao
anyway, thanks a lot for the fix. now the mod is perfect
It's even better if paired with Walking Inertia, makes the movement extremely smooth and realistic. Endorsed!
Glad you spotted the console print outs. Forgot to disable them before release. Fixed now. Cheers
I'm gonna add the fact that with Walking Inertia it feels smoother than most modern games, never thought this could be achieved on such an ancient engine.. I don't have the slightest idea how you pulled this off. I'll look at the .esp when I have some free time and maybe learn something new
Looking forward to taking advantage of all the nvse stuff, refactoring, and adding more stuff. Nv modders don't know what an awesome job the dev team did upgrading from fose