Stoner’s More Realistic Player and NPC Movement Speed – Walking Running and Sprinting
This mod modifies the movement speed of both player character and NPC’s for walking, running and sprinting.
It does not modify anything else.
The mod was created using the alpha version of FO4Edit (an extension of TES5Edit, as both Fallout 4 and Skyrim use the same *Creation Engine*). However, not many mods exist which alter the base values, as within FO4Edit, a LOT of parameters are listed as “unknown”, AFAIK, due to FO4Edit being a very ‘cut-and-paste’ porting of Skyrim’s TES5Edit tool to be used with Fallout 4 – which of course, has since had field names edited, as I’m pretty sure Bethesda didn’t keep the old name of values for things such as “Magicka”, “BowDraw”, etc. As a result, many of the code which modders can edit is simply tagged as “Unknown”, and you sorta have to just look at the variables and guess which is which. This is what this mod has done, and is why, I presume, no one has had a real attempt at fixing the base values as things such as walking speed, which is horribly slow in the vanilla game, and isn’t usable for the purposes of roleplaying.
Changes
Because of how utterly terrible the vanilla movement speed values are, I’ve went about and tweaked each individually for basically every movement speed values which can be possibly tweaked (the one exception to this, currently, is separating aiming down sights (ADS) speed and sneaking speed/standing speed). I’ve went and almost ‘rebalanced’ the games’ movement system for both NPC’s and the player character (each share the same values now, so no more having to frequently switch between walking and running when following an NPC!), adding small directional movement penalties.
All of your movement speed is now slower, excluding walking which is now faster, so it’s now much more enjoyable to roleplay with walking rather than running everywhere, because it’s actually viable to walk from A-B now.
On top of this, moving directly forward will yield you the greatest results in terms of movement speed, Moving side to side will slow you down by about 1/15th outside of power armor, and moving backwards will slow you by about 1/4th, for realism’s sake.
However, in attempt to capture the mechanical feeling of power armor, there’s a twist exclusively for it: walking speed is the same for both outside and inside of power armor, as not to conflict with walking behind NPC’s, however, running forward is now roughly 8% (1/12th~) faster, supporting the theme of a robotic exoskeleton which empowers the user. However, due to its heavy, mechanical nature, side-to-side as well as backwards penalties for running are greater for Power Armor than none! The user is slowed by about 15% (1/7th~) moving in sideways directions, and moving backwards is 33% slower (1/3rd)!
This, I feel, makes the decisions between if you wear power armor or not greater, as well as making it ‘feel’ as truly heavy as it is, and adding an interesting movement mechanic to play around with.
These numbers are very arbitrary, so you’ll have to picture in your head the vanilla speeds and compare them to these new values:
No Power Armor:
Walking:……………………… 92 -> 137 (49%~ faster)
Running forwards:……………… 375 -> 288 (23.5%~ slower)
Running side-to-side:………….. 288 -> 269 (6.5%~ slower whilst running or ADS sideways!)
Running backwards:…………….. 288 -> 215 (25.5%~ slower whilst running or ADS backwards!)
Sprinting:……………………. 500 -> 433 (13.5%~ slower)
ADS walking (aiming down sights):.. 100 -> 59 (41% slower (duh))
ADS running:………………….. 200 -> 137 (31.5% slower)(walking speed!)
Sneaking walking: …………….. 90 -> 59 (34%~ slower)(ADS walking speed!)**
Sneaking running: …………….. 205 -> 137 (33%~ slower)(walking speed!)**
Power Armor:
Walking:…………… 92 -> 137 (49%~ faster)
Running forwards:…… 375 -> 311 (17%~ slower)
Running side-to-side:.. 311 -> 264 (15% slower whilst running or ADS sideways!)
Running backwards:….. 311 -> 205 (33% slower whilst running or ADS backwards!)
Sprinting:…………. 500 -> 410 (18% slower)
ADS walking:……….. 100 -> 59 (41% slower (duh))
ADS running:……….. 112 -> 123 (10%~ faster)(walking speed!)
Sneaking walking:…… 112 -> 59 (47.5%~ slower)
Sneaking running:…… 205 -> 123 (40%~ slower)
** note, ADS applies to both sneaking and standing – unfortunately, it’s not currently possible to edit ADS for stance states exclusively, yet; you may feel as if your ADS movement speed is a little slow, but it’s perfectly playable, and maybe even be more enjoyable, depending on your tastes! This is required because if the ADS walking speed was set higher than Sneaking walking, you would move faster than sneaking walking when you ADS during sneaking walking! Would be a huge distraction. However, I do plan on making a faster sneaking movement speed version, which will allow a faster ADS movement speed version! Please comment if you would like this after playing with the default version of the mod, so I can get to work on it sooner, if you feel like you would enjoy a faster sneaking speed!
IMPORTANT
Wait 24 hours in-game if you want these changes to appear on an existing character. To check if they’re working at all, from the main menu, type “COC QASMOKE” into the console. This will transport you to a debug room with all the items (so don’t look around too much if you don’t want any spoilers for things like unique items) on a blank character. All the values for character numbers will be loaded straight from the game files rather than the values linked to save files of, for example, your existing character. If there’s a noticeable difference in QASMOKE, wait 24 hours on your existing save for the changes to appear!
Compatibility
This mod only edits the base movement speed values of the player and NPC’s actor(s). There is basically nothing tied to this, so compatibility is limited only to mods which either:
A) edit this value.
B) uses a “getAV” (get actor value) script/quest and checks if this number is >, <, or = to another value at any given time. Very little mods to this to my knowledge, and the only major one is "Arbitration:"
http://www.nexusmods.com/fallout4/mods/2037/?
However, you can simply work around this issue by choosing "Reload only" when prompted which of the speed changes you want, installing this one wherever, after or before (however, I would recommend after, since IDK if his mod has any dirty edits – mine doesn't so just to be safe, install this one after, or clean his yourself).
Arbitration uses some sort of weird "getAV" commands embedded into a random quest called "AbLegendary…", which does nothing but host the command "getVelocity". Unfortunately, I would do something similar as that probably has its' advantages (none which I can see, however), but I simply have basically no intermediate experience with the Bethesda Creation Engine, and this works just as good AFAIK, and probably works more consistently as it's not dependant on a variable which updates every 0.x seconds – mine is instantaneous.
Misc
Once FO4 is updated and/or the Creation Kit is released coinciding with a coding manual for all the different commands and variables which are contained in FO4, I'd be happy if someone could show me the basics of how to operate FO4Edit/TES5Edit if no substantial material on the topic is released openly. Thanks :3
Also, not sure if I'm allowed to shit talk other mods, but don't use "Let's move like real people" as it just uses the old SkyrimSpeeds application mod and the author of that mod has tried to copy the values directly over, presumably under the impression that with it being the same game engine, the end result will be the same – understandable, but it's not. The fields literally have the titles "Horse_Walking_MT" and etc. However, I think that default movement field still had the same string and formID attached to it, so it changed that, but nothing else that the mod claims it does.
Please PM if you would like a custom movement speed .esp and have no idea how to operate FO4Edit. Thanks!