lowering movement speed when wearing power armor

Post » Sat May 28, 2011 6:12 am

Crazy ideas-man + experienced pragmatic pitbull, eh?
Sounds like a good match-up!
Explains a lot about the success of FWE.

Yeah our work process is kinda like this:
Mez: Hey I have this in here. We could do it like this and that and it would be awesome!
Me: Are you crazy? You can't do that it will break this, this and that and destroy compatibiliy with god and the world
Mez: Hm you're right, but what if changed that here and this there...
Me: You're right, it could actually work with some alterations here and there.

Always loads of fun(coupled with lots of me pulling my hair out)

It is his gentile humility that I admire most. After a moderate browbeating the truth was finally accepted. I would have just allowed the fellow to remain blissfully wrong after the first blow off, but then I am not the most experienced Fallout 3 modder that the world has ever seen.

It's okay BadPenny, I know you're jealous that you only come second in the [censored] ranking these days :)
But I see you're doing your best to get back on top, keep up the good work!
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krystal sowten
 
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Post » Sat May 28, 2011 10:41 am

Well, anyway, to try to drag this back on topic...

I tried out a scripting tip I got to use "Player.setav Speedmult ..." and I think that will do the trick.
More interesting (well, for you nerdy modder types) perhaps was the results of the testing I did to dial in the results.

Basically, I set myself up with a stop watch and timed a few sprints (min 4 per set) between the hangers out at Clarke AFB.
All were done with a variety of sub-encumbered weights (to confirm Kai's assertion that this make no difference to speed) and a laser rifle drawn.
Note, that I am running slightly tweaked movement settings, so your mileage may vary slightly.

First of all I did a few control runs in my boxershorts.
This resulted in an average time of 12s.

Next I ran the laps in Ranger Combat armor.
Only a minor change here with an average of 13s.

Next I had a shot at stock (40Lbs?) Enclave PA.
Only a minor jump here as well, 14s.

Next my usual modded PA (weight 120)
This saw a significant dip to 20s.
This is still a touch more than I felt appropriate, so I played around with scripts, and finally decided I like the feel of an 80% SpeedMult.
This left me with a suitably-ponderous feeling, but not overly annoying lap time of 23s.


I will need to test drive this for a while, but my initial reaction is that it feels just about spot on for ploughing through layered defenses and bunker assaults with a gattling laser or M60, but will definitely not make for a comfortable romp over the hills and dales of the Capital wasteland.

I would still be keen to isolate the settings that control the Armor weight/speed algorithm, because my testing seems to indicate its not exacly a linear progression.
Perhaps the most experienced modder/pitbull in the world can shed a bit of light on this?
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Lizzie
 
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Post » Sat May 28, 2011 4:21 pm

Well, the actor value SpeedMult is going to reduce your speeds by 20% (in going from 100 -> 80) for all types of movement, regardless of what you are wearing. Although of course this 20% reduction will be noticiable when wearing heavier armor.

I tried playing around with the fMoveEncumEffect gamesetting to see if that had any effect. That setting DOES effect how fast you hobble/move when OVER weight, but I couldn't tell if it affects your non-over-encumbered weight based on what you are wearing. I'm thinking it doesn't have any effect, but then, I was running back and forth in my megaton home which doesn't offer the best space for time trials. So, you could try playing with that setting at the air force base, and see what you get.

My only other idea is do your time trials and test the "fMoveWeightMax" gamesetting . . . which according the Oblivion CS wiki relates to your worn armor weight (i.e. your differences in speeds depending on what armor you are wearing). If the CS wiki's formula is right (which they often aren't, let alone this is derived from Oblivion not Fallout), decreasing the fMoveWeightMax value should yield a lower net encumberence multiplier, which would yield slower and slower movement speeds with progressively heavier armors.

I made a little spreadsheet with the formula with fMoveWeightMax at the default value of 150
With 10 WG armor, the encumberance mult = 0.973
With 100 WG armor, the encumberance mult = 0.7333

You might try changing the setting to "50" . . . which arthimatically yields:
10 WG = 0.95
100 WG = 0.50

That would have a pretty good effect on your move speed :)

**** Nothing I've said above has been playtested, and most assuredly qualifies as a "crazy idea" that will probably break something :)

NOTE: Remember, if you change movement gamesetting in the console, you need to do something to force your char to recacl their movespeed, holstering + redrawing a weapon will work for this
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natalie mccormick
 
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Post » Sat May 28, 2011 3:15 pm

What Mez is in fact not too far off.
fMoveWeightMax is a main factor in this. However fMoveEncumEffect also effects this(which reminds me we need to talk about that script you uploaded regarding this....)

fMoveWeightMax will govern how the actual weight effects this, while fMoveEncumEffect acts as another multiplier in this case. But it is better if you stick to modifying fMoveWeightMax, because fMoveEncumEffect (like Mez said) also governs your speed when you are overencumbered.
I haven't tried to figure out the exact formula of this either, you might want to test this more indepth, since like he said, neither of us has verified that formula by actual testing(and when in doubt always verify this stuff yourself, don't have blind faith in the CS or GECK wikis, we've found them to be wrong often enough). The two gamesettings are the right ones you want to work with however.
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Janine Rose
 
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Post » Sat May 28, 2011 9:58 am

Well, the actor value SpeedMult is going to reduce your speeds by 20% (in going from 100 -> 80) for all types of movement, regardless of what you are wearing. Although of course this 20% reduction will be noticiable when wearing heavier armor.

I tried playing around with the fMoveEncumEffect gamesetting to see if that had any effect. That setting DOES effect how fast you hobble/move when OVER weight, but I couldn't tell if it affects your non-over-encumbered weight based on what you are wearing. I'm thinking it doesn't have any effect, but then, I was running back and forth in my megaton home which doesn't offer the best space for time trials. So, you could try playing with that setting at the air force base, and see what you get.

My only other idea is do your time trials and test the "fMoveWeightMax" gamesetting . . . which according the Oblivion CS wiki relates to your worn armor weight (i.e. your differences in speeds depending on what armor you are wearing). If the CS wiki's formula is right (which they often aren't, let alone this is derived from Oblivion not Fallout), decreasing the fMoveWeightMax value should yield a lower net encumberence multiplier, which would yield slower and slower movement speeds with progressively heavier armors.

I made a little spreadsheet with the formula with fMoveWeightMax at the default value of 150
With 10 WG armor, the encumberance mult = 0.973
With 100 WG armor, the encumberance mult = 0.7333

You might try changing the setting to "50" . . . which arthimatically yields:
10 WG = 0.95
100 WG = 0.50

That would have a pretty good effect on your move speed :)

**** Nothing I've said above has been playtested, and most assuredly qualifies as a "crazy idea" that will probably break something :)

NOTE: Remember, if you change movement gamesetting in the console, you need to do something to force your char to recacl their movespeed, holstering + redrawing a weapon will work for this

Thanks Mez/Kai, I will have a look at those settings later.
For the time being though, the SpeedMult script seems to be having the desired effect.

I just spent an hour or so fighting my way through all those bloody Enclave troops at the Airbase.
I had started off in my ranger gear, crawling like a cat, playing the stealthy sniper and whacking one guy every 20 minutes. I am running pretty realistic ballistic and damage settings so its by necessity a careful and nervewracking process.

To try out the new speed scripts though, I picked up some enclave PA and went the tank route.
Movement speed is about halved, but with my settings protection is massive. With Schlangster POV, the feeling of being in a claustrophobic tank is pretty full on.
Moving against the similarly slow and ponderous tin men felt like you would imagine.
There was still a major need for a tactical approach as the damage does add up, and getting cornered by a couple of rippers and a plasma dude is still a recipe for restart.
Still, there is a feeling of power to being able to stand in the middle of the road and methodically blast turrets that would have fried your unarmored self in a second.

The movement rate feels right when advancing into a hail of fire, but when you want to quickly jog a few hundred yards down the road you start to notice the decrease in mobility.
Being the tank definitely fits the situation, and feels bloody good in the thick of the fire, but in general, I felt like I couldn't bloody wait to peel of the shell and get into some lighter combat armor and an open helmet.

I am thinking this is how I would probably feel in real life too.
I bet that Power armor troops love the feeling of power, invulnerability and sheer friggin awesomeness the suit conveys.
But after a long battle or training exercise, I bet they cant wait to get the bloody things off!

I think I'll keep these settings for now.
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Robert Jr
 
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Post » Sat May 28, 2011 6:09 am

It sounds like you kinda feel like http://fallout3nexus.com/downloads/images/2761-2-1266647263.jpg ;)
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Caroline flitcroft
 
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Post » Sat May 28, 2011 7:11 pm

It sounds like you kinda feel like http://fallout3nexus.com/downloads/images/2761-2-1266647263.jpg ;)

Geez, looks like the guy is carrying the carbine version of the 30mm used by the http://www.google.com/imgres?imgurl=http://1.bp.blogspot.com/_PG3ew_iFi3A/S8OAXjbVdRI/AAAAAAAASrA/_FMh2mWMUxs/s1600/photo1.jpg&imgrefurl=http://warnewsupdates.blogspot.com/2010/04/how-big-is-a-10-gatling-gun.html&usg=__5WMSXnRGh8xW4Tyx4kej1uM6zxU=&h=511&w=800&sz=58&hl=en&start=1&um=1&itbs=1&tbnid=txOnsySWpU2QeM:&tbnh=91&tbnw=143&prev=/images%3Fq%3Da10%2Bgau%26um%3D1%26hl%3Den%26sa%3DN%26rlz%3D1R2GGLL_en%26tbs%3Disch:1
Now that guy really is a tiger tank! He'd be running the 50 SpeedMult for sure.

I didn't feel quit that sluggish... maybe closer to a Sherman.
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Milagros Osorio
 
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Post » Sat May 28, 2011 9:28 am

what is that schlanster POV mod......is that like the mod for oblivion that adds helmet in first person view?

i hope that speed thing gets incorporated into the next version of FWE. i also treat PA like something that should be reserved for big operations but is too high maintanance for basic explore missions. it would be cool if you had to use energy cells to actually power the armor like that night vision mod did. one energy cell every minute or something would be reasonable.
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sas
 
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Post » Sat May 28, 2011 7:18 pm

what is that schlanster POV mod......is that like the mod for oblivion that adds helmet in first person view?

Similar, but better. Not only does it feature an visor overlay that simulates looking out of the helmet, it also includes Vader-like breathing sound effects, and even Night, infrared and electronic vision modes.
http://i237.photobucket.com/albums/ff292/VonGrantoven/Helm-POV.jpg
http://i237.photobucket.com/albums/ff292/VonGrantoven/Taking-fire.jpg
http://i237.photobucket.com/albums/ff292/VonGrantoven/Plasma-fire.jpg
Essential mod. Go get it http://fallout3nexus.com/downloads/file.php?id=11474

i hope that speed thing gets incorporated into the next version of FWE.

No, I'm afraid the won't be possible. I have decided to patent this idea.
FWE has enough cool things. This one is mine, mine all mine!
My preciousss...

i also treat PA like something that should be reserved for big operations but is too high maintanance for basic explore missions. it would be cool if you had to use energy cells to actually power the armor like that night vision mod did.

I agree, and actually this is something I have been considering also.
I am starting to think though, that the reduced speed might be enough to provide a reasonable incentive to use other armor.
It makes it great for hellish assaults, but not enjoyable togs for walkabout.
Also, consuming batteries wouldnt really fit the canon.
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Nany Smith
 
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Post » Sat May 28, 2011 9:08 am

what is that schlanster POV mod......is that like the mod for oblivion that adds helmet in first person view?

i hope that speed thing gets incorporated into the next version of FWE. i also treat PA like something that should be reserved for big operations but is too high maintanance for basic explore missions. it would be cool if you had to use energy cells to actually power the armor like that night vision mod did. one energy cell every minute or something would be reasonable.

Like I said, FWE already by default makes power armor much slower.
But yes we actually have already built the menu that allows you to modify this even further. Only have to settle this patent dispute with gurachn now...
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Breautiful
 
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Post » Sat May 28, 2011 4:23 pm

On a semi related note, the carry weight in the game is a bit unrealistic - you should not be able to move with 300 lbs. strapped to you, let alone run and jump. I could see it being that high though with a suit of power armor and maybe a backpack. Lowering the player's carry weight to somewhere between 60 and 125, but giving a 200 or so lb. carryweight boost to power armor, would encourage you to plan ahead. Either pack an arsenal and wear power armor, or pack light Operation Anchorage style to move quick and stealthy. A drawback would be that trying to loot early on without at least a power armor equipped companion would be really difficult (kind of like it is for low level Oblivion characters). You also wouldn't be able to pack power armor while wearing stealth/speed gear, unless you gave it to a PA equipped companion, which sort of defeats the purpose, though there are often opportunities to pick it up in the field.
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Svenja Hedrich
 
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Post » Sat May 28, 2011 5:43 pm

Like I said, FWE already by default makes power armor much slower.
But yes we actually have already built the menu that allows you to modify this even further. Only have to settle this patent dispute with gurachn now...

Well, don't know if you and yer pardner could handle the licensing fees for that hot property...
Probably cost you at least a ferrari and a few first-born sons...
or maybe some help writing tricky scripts or something!
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Katie Louise Ingram
 
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