but the og running speed is already unrealistically geriatric, why would anyone want it even slower? i´d run faster then the dragonborn and im a goddamn potato. his sprint is a mild jog. his run is comparable to a wheelchair driver in a hurry. ever seen anybody sprint at full tilt? some people can reach 25 km/h with a 30 kilo backpack, i estimate thats faster then the skyrim horse. from the edge of the forest to whiterun gate its about 200 meters down hill? in real life you could do that in 30-40 seconds, the dragonborn will take roughly twice even without slowing him further. if you take this for realistic running speed, you´ve never missed a train.
I think this mod needs an update, This movement mod would be my favorite but I had the same issue. Altough I dont know if from a mod conflict ore anything else.
Found a solution for this sprint problem, in SSEedit you have to delete the "ai controlled npc sprint" line in the movement category. Not the exact name but you will find it, there is only one that suits.
Fair warning: Without changing a number of scripts this mod makes game problematic to complete, at least in Survival mode (where platyer already is handicapped). Thing is, A LOT of stuff depends on player top speed. There are combats in DLC which can be won only by kiting by most of builds. There are jumping\running puzzles that can be won only at top of speed (staring with first quest to get Windcaller's horn).
For anyone getting an "incorrect reparse stream" error, it may have something to do with how the Mod was first Archived.
I manually downloaded the Mod, and extracted it to my Desktop where 7zip gave me the error, but it still extracted everything and I ignored the warning. Then, I rezipped the folder again, now with the Mod name instead of "NNM Installer" whatever it was originally called, and drag/dropped it into Vortex, where it installed without an error message. Will try to run Skyrim another day to test.
I love everything about this mod, except the fact that it modifies the gallop and sprint speed for the horse. I find it way unrealistic and really breaks immersion with what this mod does. Is there a way to manually tweak or revert the horse speed to default values vanilla uses?
install and activate the mod as normal, run xEdit and load up the mod, in xEdit expand the mod and delete the file headers that say anything about horses (there wer like two or three) once deleted simply save and exit, tada!
Surprised there's this many complaints in the Posts section. This mod, on a 900+ load-order, hasn't given me a single issue. It's good. I recommend it.
Download the file manually instead of importing it straight into vortex. Extract the file and inside you will find a folder thats called 'Immersive movement' Zip this folder using 7zip/winrar (whatever you prefer) and then manually drag the file into vortex. This fixed the problem for me :)
Yeah the Wolf_Run_MT's Forward Run value was changed from 555, to 1055. I reverted that change, because as an archer, they were just way too annoying to me.
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Altough I dont know if from a mod conflict ore anything else.
I manually downloaded the Mod, and extracted it to my Desktop where 7zip gave me the error, but it still extracted everything and I ignored the warning. Then, I rezipped the folder again, now with the Mod name instead of "NNM Installer" whatever it was originally called, and drag/dropped it into Vortex, where it installed without an error message. Will try to run Skyrim another day to test.
! Archive damaged "NMM Installer-15649-1-3-2.7z"
Encountered errors extracting this archive. Please verify this file was downloaded correctly.
* ERROR: Incorrect reparse stream : Unspecified error : Immersive Movement\fomod\ModuleConfig.xml
Apart from that.... pretty good mod.