Difference between revisions of "Movement Game Settings"
imported>ABO (Added run and sneak multipliers) |
imported>QQuix m (Reverted edits by BertaVasquez1941 (talk) to last revision by JRoush) |
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__NOTOC__ | |||
The following settings control Movement Speeds: | The following settings control Movement Speeds: | ||
Line 57: | Line 58: | ||
|style="background:#ffeded" | fPerkHeavyArmorExpertSpeedMult | |style="background:#ffeded" | fPerkHeavyArmorExpertSpeedMult | ||
|style="background:#ffeded" | 0.5 | |style="background:#ffeded" | 0.5 | ||
|style="background:#ffeded" | | |style="background:#ffeded" | Perk worn heavy armor weight multiplier??? (Initial value of 0.5 reduces worn armor weight by half) | ||
|- | |- | ||
|style="background:#ffeded" | fPerkHeavyArmorMasterSpeedMult | |style="background:#ffeded" | fPerkHeavyArmorMasterSpeedMult | ||
|style="background:#ffeded" | 0.0 | |style="background:#ffeded" | 0.0 | ||
|style="background:#ffeded" | | |style="background:#ffeded" | Perk worn heavy armor weight multiplier, replacing above??? (Initial value of 0 reduces worn armor weight to 0) | ||
|- | |- | ||
|style="background:#ffeded" | fPerkHeavyArmorSinkGravityMult | |style="background:#ffeded" | fPerkHeavyArmorSinkGravityMult | ||
|style="background:#ffeded" | 15.0 | |style="background:#ffeded" | 15.0 | ||
|style="background:#ffeded" | | |style="background:#ffeded" | Unknown impact perk | ||
|- | |- | ||
|style="background:#ffeded" | fPerkLightArmorExpertSpeedMult | |style="background:#ffeded" | fPerkLightArmorExpertSpeedMult | ||
|style="background:#ffeded" | 0.0 | |style="background:#ffeded" | 0.0 | ||
|style="background:#ffeded" | | |style="background:#ffeded" | Perk worn light armor weight multiplier??? (Initial value of 0 reduces worn armor weight to 0) | ||
|- | |||
|style="background:#ffeded" | fArmorWeightLightMaxMod | |||
|style="background:#ffeded" | 0.6 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fMoveSwimWalkBase | |||
|style="background:#ffeded" | 0.5 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fMoveSwimWalkAthleticsMult | |||
|style="background:#ffeded" | 0.02 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fMoveSwimRunBase | |||
|style="background:#ffeded" | 0.5 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fMoveSwimRunAthleticsMult | |||
|style="background:#ffeded" | 0.1 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fSubmergedMaxSpeed | |||
|style="background:#ffeded" | 2.0 | |||
|style="background:#ffeded" | Unknown impact setting | |||
|- | |||
|style="background:#ffeded" | fMoveMinFlySpeed | |||
|style="background:#ffeded" | 5.0 | |||
|style="background:#ffeded" | Minimum flying speed | |||
|- | |||
|style="background:#ffeded" | fMoveMaxFlySpeed | |||
|style="background:#ffeded" | 300.0 | |||
|style="background:#ffeded" | Maximum flying speed | |||
|} | |} | ||
See | ==Walking== | ||
The basic walking speed is different depending on whether or not you have a weapon drawn. Note having fists ready counts as having a weapon drawn. Without a weapon drawn it is: | |||
WalkSpeed = (fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin)* speed/100) * | |||
EncumbranceMultiplier * HeightScale * fMoveNoWeaponMult | |||
EncumbranceMultiplier = 1 - fMoveEncumEffectNoWea * | |||
(fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin) | |||
With a weapon drawn it is: | |||
WalkSpeed = (fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin)* speed/100) * | |||
EncumbranceMultiplier * HeightScale | |||
EncumbranceMultiplier = 1 - fMoveEncumEffect * | |||
(fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin) | |||
For Creatures, the formula is: | |||
WalkSpeed = (fMoveCreatureWalkMin + (fMoveCreatureWalkMax - fMoveCreatureWalkMin)* speed/100) * | |||
EncumbranceMultiplier * HeightScale | |||
EncumbranceMultiplier = 1 - fMoveEncumEffect * | |||
(fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin) | |||
Two notes: (1) 'WornWeight' is capped so it can't be greater than fMoveWeightMax, and (2) the default fMoveWeightMin is 0.0. This reduces the formula to something sensible looking. | |||
HeightScale is the product of the character's race/gender Height value, and any SetScale values which may be affecting the character. See [http://www.uesp.net/wiki/Oblivion:Races UESP: Races] for Height values for each race/gender combination. | |||
WornWeight is the sum of equipped weapons/armor, possibly modified by skill levels and Perks. Exactly what contributes to WornWeight is uncertain. Equipped arrows do not count, but armor, shields and weapons do. | |||
==Running== | |||
Movement speed when in running mode is calculated from WalkSpeed: | |||
RunSpeed = WalkSpeed * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100) | |||
The current value of Speed and Athletics is used, including any modifiers from magic, enchantments, etc. Luck and fatigue have no effect. Unlike most skills/attributes, the value of Speed and Athletics is not capped at 100. However, note that the ''base'' value cannot be greater than 255 - to raise your Speed or Athletics beyond 255 you must use some kind of magical bonus. | |||
Encumbrance also does not appear to have any affect. The EncumbranceMultiplier is only affected by worn armor and carried weapons, and strength does not help compensate in any way for equipped heavy armor and weapons. The default values of fMoveEncumEffectNoWea and fMoveEncumEffect mean that there is a slight extra speed penalty for having a weapon drawn when you have heavy armor and weapons equipped. | |||
The bad news is there doesn't seem to be a way to easily introduce fatigue and/or encumbrance based movement penalties by just tweaking game settings values. This means that it is not possible to have NPC and creatures "slow down when puffed or burdened" without adding scripting to every single NPC/creature. This makes burden based poisons pretty much useless unless they are strong enough to overburden and pin them down. Anything less than 100% encumbrance doesn't slow them down at all, but the final straw that overburdens them suddenly pins them to the spot. Draining fatigue does help reduce the damage they deal, but it doesn't slow them down when they are chasing you. | |||
==Sneaking== | |||
Movement speed when in sneak mode is a simple modification to the run or walk speed: | |||
SneakWalkSpeed = WalkSpeed * fMoveSneakMult | |||
SneakRunSpeed = RunSpeed * fMoveSneakMult | |||
==Swimming== | |||
Swim speed is calculated much like Running speed, but also includes the SwimSpeedMultiplier of the character or creature: | |||
SwimSpeed = WalkSpeed * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100) * (1 + SwimSpeedMultiplier / 100) | |||
When 'running' (holding down the Run button or have Always Run enabled): | |||
SwimSpeed = (fMoveSwimRunBase + fMoveSwimRunAthleticsMult * WalkSpeed * Athletics) * (1/100) * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100) * (1 + SwimSpeedMultiplier / 100) | |||
The second formula looks a bit strange, and may need confirmation. | |||
As with running speed, the current values of Speed and Athletics are used, and are '''not''' capped at 100. | |||
==Flying== | |||
Exact formula is unkown, but suspected to be; | |||
Flying Speed = fMoveMinFlySpeed + (fMoveMaxFlySpeed - fMoveMinFlySpeed) * Speed/100 | |||
[[Category:Settings]] | [[Category:Settings]] | ||
[[Category:Settings By Concept]] | |||
[[Category:Gameplay]] |
Latest revision as of 14:30, 14 February 2013
The following settings control Movement Speeds:
Setting | Default Value | Description |
---|---|---|
fMoveCharWalkMin | 90.0 | Minimum base walking speed |
fMoveCharWalkMax | 130.0 | Maximum base walking speed |
fMoveCreatureWalkMin | 5.0 | Minimum base walking speed for creatures |
fMoveCreatureWalkMax | 300.0 | Maximum base walking speed for creatures |
fMoveEncumEffect | 0.4 | Worn armor/weapons encuberence affect with weapon ready |
fMoveEncumEffectNoWea | 0.3 | Worn armor/weapons encuberence affect without weapon ready |
fMoveWeightMin | 0.0 | Movement encumberance minimum worn weight |
fMoveWeightMax | 150.0 | Movement encumberance maximum worn weight |
fMoveNoWeaponMult | 1.1 | Speed multiplier without weapon ready |
fMoveRunMult | 3.0 | Speed multiplier for being in run mode |
fMoveRunAthleticsMult | 1.0 | Speed multiplier for athletics when in run mode |
fMoveSneakMult | 0.6 | Speed multiplier for being in sneak mode |
fPerkHeavyArmorExpertSpeedMult | 0.5 | Perk worn heavy armor weight multiplier??? (Initial value of 0.5 reduces worn armor weight by half) |
fPerkHeavyArmorMasterSpeedMult | 0.0 | Perk worn heavy armor weight multiplier, replacing above??? (Initial value of 0 reduces worn armor weight to 0) |
fPerkHeavyArmorSinkGravityMult | 15.0 | Unknown impact perk |
fPerkLightArmorExpertSpeedMult | 0.0 | Perk worn light armor weight multiplier??? (Initial value of 0 reduces worn armor weight to 0) |
fArmorWeightLightMaxMod | 0.6 | Unknown impact setting |
fMoveSwimWalkBase | 0.5 | Unknown impact setting |
fMoveSwimWalkAthleticsMult | 0.02 | Unknown impact setting |
fMoveSwimRunBase | 0.5 | Unknown impact setting |
fMoveSwimRunAthleticsMult | 0.1 | Unknown impact setting |
fSubmergedMaxSpeed | 2.0 | Unknown impact setting |
fMoveMinFlySpeed | 5.0 | Minimum flying speed |
fMoveMaxFlySpeed | 300.0 | Maximum flying speed |
Walking[edit | edit source]
The basic walking speed is different depending on whether or not you have a weapon drawn. Note having fists ready counts as having a weapon drawn. Without a weapon drawn it is:
WalkSpeed = (fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin)* speed/100) * EncumbranceMultiplier * HeightScale * fMoveNoWeaponMult EncumbranceMultiplier = 1 - fMoveEncumEffectNoWea * (fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin)
With a weapon drawn it is:
WalkSpeed = (fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin)* speed/100) * EncumbranceMultiplier * HeightScale EncumbranceMultiplier = 1 - fMoveEncumEffect * (fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin)
For Creatures, the formula is:
WalkSpeed = (fMoveCreatureWalkMin + (fMoveCreatureWalkMax - fMoveCreatureWalkMin)* speed/100) * EncumbranceMultiplier * HeightScale EncumbranceMultiplier = 1 - fMoveEncumEffect * (fMoveWeightMin + WornWeight)/(fMoveWeightMax - fMoveWeightMin)
Two notes: (1) 'WornWeight' is capped so it can't be greater than fMoveWeightMax, and (2) the default fMoveWeightMin is 0.0. This reduces the formula to something sensible looking.
HeightScale is the product of the character's race/gender Height value, and any SetScale values which may be affecting the character. See UESP: Races for Height values for each race/gender combination.
WornWeight is the sum of equipped weapons/armor, possibly modified by skill levels and Perks. Exactly what contributes to WornWeight is uncertain. Equipped arrows do not count, but armor, shields and weapons do.
Running[edit | edit source]
Movement speed when in running mode is calculated from WalkSpeed:
RunSpeed = WalkSpeed * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100)
The current value of Speed and Athletics is used, including any modifiers from magic, enchantments, etc. Luck and fatigue have no effect. Unlike most skills/attributes, the value of Speed and Athletics is not capped at 100. However, note that the base value cannot be greater than 255 - to raise your Speed or Athletics beyond 255 you must use some kind of magical bonus.
Encumbrance also does not appear to have any affect. The EncumbranceMultiplier is only affected by worn armor and carried weapons, and strength does not help compensate in any way for equipped heavy armor and weapons. The default values of fMoveEncumEffectNoWea and fMoveEncumEffect mean that there is a slight extra speed penalty for having a weapon drawn when you have heavy armor and weapons equipped.
The bad news is there doesn't seem to be a way to easily introduce fatigue and/or encumbrance based movement penalties by just tweaking game settings values. This means that it is not possible to have NPC and creatures "slow down when puffed or burdened" without adding scripting to every single NPC/creature. This makes burden based poisons pretty much useless unless they are strong enough to overburden and pin them down. Anything less than 100% encumbrance doesn't slow them down at all, but the final straw that overburdens them suddenly pins them to the spot. Draining fatigue does help reduce the damage they deal, but it doesn't slow them down when they are chasing you.
Sneaking[edit | edit source]
Movement speed when in sneak mode is a simple modification to the run or walk speed:
SneakWalkSpeed = WalkSpeed * fMoveSneakMult
SneakRunSpeed = RunSpeed * fMoveSneakMult
Swimming[edit | edit source]
Swim speed is calculated much like Running speed, but also includes the SwimSpeedMultiplier of the character or creature:
SwimSpeed = WalkSpeed * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100) * (1 + SwimSpeedMultiplier / 100)
When 'running' (holding down the Run button or have Always Run enabled):
SwimSpeed = (fMoveSwimRunBase + fMoveSwimRunAthleticsMult * WalkSpeed * Athletics) * (1/100) * (fMoveRunMult + fMoveRunAthleticsMult * athletics/100) * (1 + SwimSpeedMultiplier / 100)
The second formula looks a bit strange, and may need confirmation.
As with running speed, the current values of Speed and Athletics are used, and are not capped at 100.
Flying[edit | edit source]
Exact formula is unkown, but suspected to be;
Flying Speed = fMoveMinFlySpeed + (fMoveMaxFlySpeed - fMoveMinFlySpeed) * Speed/100