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Showing results for tags 'speed'.
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I like the action of running the lightsaber in fancy and fast like the prequel series, so I'm very satisfied with the Faster Crossguard Stance mode x3 version(https://www.nexusmods.com/starwarsjedisurvivor/mods/256?tab=description). The problem is that I think other stances are too slow, but there's no speed-related mode for other stances. The current trainers don't have the ability to adjust the speed as neatly as that mode, and I tried modding but failed(not even closed). I wish there was a mode that could triple the speed of other stances.
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Has anyone managed to increase/decrease the speed of their weapons or punches? I have tried modifying SwingSpeed(X) but I don't see any changes in game when I change X into a smaller value (0.1, 0.3, etc) or bigger value (10, 100, etc). There's "FistsAttackSpeedMul" and "MeeleAttackSpeedMul" in default_levels.xml but I'm not sure the range of acceptable values for this. I'm not sure what other attributes to try.
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Just a simple idea, that I personally hope is also simply done, to add some kind of spell or item that will completely reset all vendor inventories. I know this would cause issues with duplicating items you've already bought, unless there was a way to only remove things sold to them but no idea. However it would dramatically help people who are suffering from memory issues like I am. Unneeded personal s#*! - I'm having some memory issues with my RAM and in ACT II this has caused complete failure in moonrise with the vendors. I have been trying to figure out how to fix this issue for 12 hours to no avail, going to get new RAM and hopefully that'll give me a much bigger safety net for this issue.
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So I'm currently having issues where my character at times walks/runs slow or fast, I've tried using player.forceav speedmult 100 to fix this, which worked for a while, but now it's as soon as I use it run for a bit the speed goes back to being fast. I'm unsure as what exactly it may be; I've looked up other people having similar issues which were caused by either how their modlist were setup or one of the mod like for one was apparently perk overhaul. I'm not sure, any suggestions what I should do or try?
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Hello! I've been really enjoying the Sailboat mod for SE lately. But unfortunately since it uses mounts the player moves fast on both water and land. Now I've found many ways to boost the player's speed on water which is great, but I have yet to find a way to reduce the speed outright on all terrain. Here's what I've tried: Setting the race run speed to lower numbers Giving the canoe (mount) NPC a low movement speed Editing the canoe NPC's movement speed modifier to 1 from 100 Adding magical effects such as slow onto the canoe NPC Outright removing links to the movement behavior of the NPC None of these things have worked for me. Am I crazy or is there a hardcoded minimum run speed for mounts? If so, is there a way to force an NPC to walk with a condition similar to encumbrance?
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Is it possible to get a mod, or at least a quick tut on how to tweak the walking movement speed after 1.5. I love walking in RPGs and love the fact that they finally added a walk button in the latest update. But it bothers me a lot of see V's feet slide across the ground because the default walk speed is so fast ð
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How to speed up combat in Baldurs Gate 3?
fLIPforever posted a topic in Baldur's Gate 3's Discussion
Do you guys know of any mods or apps to speed up the combat in Baldurs Gate 3. Have tried the Game Speed Mod and it's not working, and also WeMod but it's very buggy for me. If you know of some mod or app for faster combat and want to share it with me, thanks! -
I NEED TO SLOW THESE MOBS DOWN. wall of text to follow... I am hoping someone with some knowledge around here could be so kind as to help me, or at least point me in the direction of help so that I might figure out how to fix a recurring problem on my own and possibly share the result of which with others who might enjoy my fixes. My problem is with the large overhaul mods out there. They all have their own charms and downfalls to make them all worthwhile and very enjoyable but after much trial and error I have come to the conclusion that I find Cinders to have a lot to offer for those new to the mod scene, Convergence has the most to show people who want to play dark souls but at the same time play something completely different and Champion's ashes has the most to show people (only on nexus though...because imo EKWRP trumps this) like me who, after so many years of playing, need combat to feel fresh again... SO! My problem is this....Dark souls is easy. Cinders is Too easy... but Ashes and Convergence are toooooooo god damned hard for me to enjoy them for very long even though I really really want to. It's just simply no fun at all to get the s#*! kicked out of me a million times by some random motherf*#@ing pleb mob (or even easy bosses like vordt, for that matter) that I steamroll in vanilla. I tried fiddling with difficulty scaling in HoodiePatcher but quite honestly, that dont do f*#@all it seems. I just need to know what files to edit or get rid of to make the asshole peasants need to catch their breath between beatings so that I can stop torturing myself by trying over and over and over and over. Please. Pretty please, Help me.
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So I'm playing on PC with an Xbox One controller - the majority of the controls work just fine, but I had to attempt to the repair the left analog stick as the actual cap had spanned off from the rest of the stick, breaking off half the stick with it. When I repaired it, I accidentally attached it so it wasn't straight up-and-down, and not completely flush with the original height, so essentially the left analog stick has only about an 80% range of motion when moving up or to the right when compared with a fully-function controller. I'm using this sorta broken one because it's actually an extra that had been forgotten in my household and I figured it would be nice if it could get some use. Is there anything I could do, barring retrying the repair, that could force the game to set my left analog stick's sensitivity higher? Maybe a mod? Or at least maybe an "always running"-mod or something so that I can actually move around and enjoy the game the way it's meant to be? Thanks!
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Just as the title says. To increase horse speed to 50 or 70 percent from the original 30 percent boost.
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Can someone patch the unarmed weapons to be fastest melee weapons? Maybe not the powerfist, but anything that is literally just your hand? How is fist+a sword faster than just fist? It makes 0 sense. I get that its for weapon balance, but its dumb AF. Punching without a weapon should be the fastest possible melee. It doesnt have to look good, and im not asking you to rebalance all the weapons, because im OP as fudge at this point, so theres no need for balance anyways. It just bugs the sh* out of me that i can somehow punch faster if im holding a sword
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Hello Dear modders. I would like to see a mod or even working Cheat Engine .ct (Cheat Table) file which will modify player character attack speed. I don't care about Pawns, me, like many other players prefer to play DD solo. It would be awesome to change player attack speed - with access to that, we could do many cool stuff, for example something like that (with help of Cheat Engine) as I've done with Dark Soul's (no idea how to change speed in DD) Thank You.
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Would it be at all possible to make a relatively simple mod that modifies movement speed variation based on carry weight? For example, a player carrying 20 lbs/100 lbs can walk/run at 100% speed, while a player at 100 lbs/100 lbs can only walk/run at 50% speed. Stamina regeneration would be affected likewise as well. Yes, I understand there is a system for being over encumbered, but a system that adjusts itself in real time feels to me as a much more realistic system for those "hardcore" players. In essence, no longer looking it as a "you have this much room in your bag" system and instead seeing it as "you can physically carry this much" method. Another interesting concept to me would be the addition of having packs diversely modify the system as well, for example: Lets say on a fresh game with a neutral amount of strength dedicated to S.P.E.C.I.A.L a player has a max carry weight of 100: Represents a player holding relatively no gear aside from the clothes on their back and possibly a weapon or two: Player Weight : 20/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 100% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100% Player Weight : 20/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 100% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100% Player Weight : 40/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 87% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100% Player Weight : 40/100 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 87% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100% Represents a player holding 50% of their carriable weight (using 20% as a 0%. Essential gear still inflicts bearing weight; a player has 80 "pounds" of luxury space aside from that; {100-20=80}. Does not take into account packs): Player Weight : 60/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 75% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100% Player Weight : 60/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 75% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100% Player Weight : 80/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 62% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100% Player Weight : 80/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 62% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100% Represents a player holding 100% of their carriable weight and is thus over encumbered: Player Weight : 100/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : 125% Player Weight : 100/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : 125% Represents a player utilizing a standard backpack vs. one who isn't: Player Weight : 125/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 25% - Stamina Regeneration Speed : 25% - Stamina Depletion Speed : +150% Player Weight : 125/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : +125% Represents a player utilizing a large backpack allowing for 50 more "pounds" than the player would otherwise be able to carry on their person: Player Weight : 150/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 25% - Stamina Regeneration Speed : 25% - Stamina Depletion Speed : +175% Player Weight : 150/150 - Backpack : Yes, +50 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : +150% Essentially, my logic is just because a player CAN, doesn't mean a player SHOULD. Although they can carry 125 "pounds" with a backpack, they are also still physically limited to the constraint of only really being strong enough to carry 100 "pounds". In order to keep backpacks still relevant, they'll serve more of a theoretical "organizational" role, where they will benefit the player in terms of walk/run speed under heavy loads as well how quickly stamina can both regenerate a deplete. Is this possible? And if so, how difficult would it be to implement? Perhaps simple enough for a first timer to accomplish? In the event that this is feasible, it'd be great to add to it's complexity. Adding a separate walk / run / sprint multiplier would be fantastic, where as walk speed isn't effected at all (or very little until extremes), running by say the default multiplier (typically increments of 25% for every 50% of "luxury space" used), and finally sprinting by X2 the default multiplier (so for every 50% of "luxury space" used there is a 50% tax on sprinting speed). Taking it from there, implementing a realistic default walk/run/sprint speed upon the player could also be interesting, where as walking 1 in-game mile could take about 20 minutes and running about 10 with a completely neutral S.P.E.C.I.A.L. Leniency towards agility/strength will obviously affect this, where as strength pertains particularly to carriable weight and agility pertains to default player speed. So for a player with max strength and agility, their default carriable weight may be 150 without a backpack and they can walk a 15 minute in-game 1 mile and a 7 minute run. Not only will this force players to take into consideration what is realistic, but also perhaps force them to adjust gear more often. Having a set of gear set aside for raiding/fighting (Heavy armor, weight focused upon carrying ammunition, weapons and medicine), another outfit for looting (light armor, weight focused on food, supplies, and loot) and others in between. You can usually tell what someone represents fairly quickly by their outfit (heavy armor usually means a considerable foe, while light armor typically means a merchant/ / survivalist) and the same should apply to the player.
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Spell speed mod for projectile speeds to increase from 1.0 vanilia to 1.20 on apprentice level and climb by .20 each perk.
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Hello everyone. I'd like to have a mod that adds a couple new items to the game that the farmer can equip - shoes, or perhaps rings, that increase run speed. I know there are cheats for this but I was hoping for items that I could find in game. Would this be difficult to do myself? Seems like it would be.
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Hello, Having small problems with SimpleElevatorMaster elevator time / speed. By default, time ( seconds ) is set float 2.0 and I can't get lower / faster than this. Can I add an extra property or script multiplier to a SimpleElevatorMaster script ? I need this for moving simple objects, by any means not for a player..
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Hello. I have a small mod request to TES IV Oblivion - player "overall" speed multiplier... By "overall", I mean both movement and attack speed multiplier, independent of speed stat, encumbrance and weapon type currently used (just multiply current speed values which player has from current speed attribute/encumbrance and weapon type currently used). I've browsed internet for console commands, cheat engine tables, mods, but found nothin. Only console commands for Fallout 3/NV and TES V Skyrim. Don't work in Oblivion. And just walk/run speed changes through console/mods for TES IV. Would be happy if latest Unofficial Oblivion Patch supported (to make it work with most of mods, like Maskar's Overhaul). For what do I need that stuff? Just want to increase every opponent "overall" speed compared to hero with that - just speedhack whole game (with Cheat Engine Software), and then just lower overall player speed with modded speed multiplier. I've done that stuff in Dark Souls PtdE, Dragon's Dogma, Gothic 2 and had a blast from playing it with that speed changes, can't return to vanilla speeds anymore. I want to replay Oblivion (hmmmm couldn't count which replay will be :laugh: ) but I would like to make melee combat more intense. Not interested in enemies power boosting, I prefer melee AI mods + speed increase changes over that. Thank You for any help.
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so theres one thing i find really annoying in the next mod of no mans sky is when you hand in your mission and you wait about almost 10 seconds to 30 to actually get the rewards and then go back in the menu.
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Hello, I went Premium a couple days ago to take advantage of a higher Downloadspeed. My average speed is roundabout 5MB/sec (50K), but since roundabout 2 days the whole website takes ages to load images or even downlopading mods. Are there any known issues taking effect currently that are preventing the speed to increase or what might cause this reason? I already checked everythings on my side incl. restarting of the router, but I experience this tremendous lack of speed just here on Nexus. Its even slower than the non premium Membership (currently its 500Kb/sec. Whats up there?
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Hi all, I've been searching high and low for a variable speed mod for the Witcher 3. In particular, there currently seems to be slow walk, fast walk, jog, and run. The immersion of the game is broken for me here. Is there a mod already, or is it possible to mod the speeds so there is an infinite range of walk, jog, and run speeds (max run should be kept as is)? This is especially frustrating when following a character during a quest who's movement speed is slightly higher than my fast walk and slower than my jog, causing me to switch between jog and walk. Thanks!
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For some reason my character started going slower and slower as I played the game and it got to the point where the game is literally unplayable due to my character slowing down so much they can't even move. The speed affects anything relating to movement such as walking, running, sprinting, sneaking, swimming, etc. It doesn't seem to be a ingame thing since I don't have any diseases, I'm not carrying too much, I'm not even wearing heavy armor. Tried using the player.setav speedmult command and it had no effect. It's also only happening on this current character. I would really appreciate some help.
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I am trying to fix an issue I am having I noticed as I level up that when my speed eventually increases(Which is fine) but my sneak speed also increases as well is there a way I can lock only my sneak speed to a certain value so it can remain unchanged? Any help is appreciated thanks!!~
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I had an idea for a mod that lets you dash by double tapping which triggers a whirlwnid sprint.Some other things if possible i think would make it even better is being able to air dash or cancel it by jumping. It should resemble this and in fact is probably the inspiration of the mod.
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This shouldn't be a difficult mod, and idk maybe it has already been created, but I would like a mod that increases character speed while sneaking. I saw one however I do not play with keyboard and mouse, I play with an Xbox controller so that particular mod did not work for me. If anyone has a link to one or can quickly toss one together please let me know thank you =D
