Movement Speed Problem [Console Altered]

Post » Wed Mar 30, 2011 5:12 am

I used the console to set my movement speed with the command "setgs fmovebasespeed" to get somewhere quickly. I set it back to the default (7), but now whenever I load a game after exiting the game fully, my speed goes back to being extremely fast, and I have to change it each time. This forces all the NPC's in the game who don't cycle weapons/crouch to walk incredibly slowly. Can someone please direct me in how to fix this?
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lillian luna
 
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Post » Wed Mar 30, 2011 6:40 am

According to the wiki entry below the default is 4
http://fallout.wikia.com/wiki/Fallout_3_console_commands_(all)
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Bellismydesi
 
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Post » Wed Mar 30, 2011 3:10 am

It's really a bad idea to alter GMSTs through the console because it persists in the game save. Use a plugin to alter it so it can be removed easily.

Better yet, since you want to alter speed, alter any given actor's SpeedMult actor value (default is 100).
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 6:40 am

According to the wiki entry below the default is 4
http://fallout.wikia.com/wiki/Fallout_3_console_commands_(all)


Thats for the fmoverunmult which is what you should change rather than the basemove. The default for the basemove is 77. Ive found that in order to get the change you have to save then load in game.
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Theodore Walling
 
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Post » Wed Mar 30, 2011 4:09 am

Is there a way to alter the base move speed other than using the console?
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sunny lovett
 
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Post » Wed Mar 30, 2011 7:34 am

Is there a way to alter the base move speed other than using the console?


The only other way I know of is through mods. there are sprint mods out there (google it). Theres also GECK (mod creation tool) tricks you can do not sure about those.
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Red Sauce
 
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Post » Wed Mar 30, 2011 3:57 am

Ok, well I can edit the game settings in the G.E.C.K (My fMoveBaseSpeed shows as 85.00, and I change it to 77.00), and save it as an .esp, but when I activate that .esp (even in the highest load order, save for the official NV DLC and .esm) nothing happens upon loading my game and it's still the same. Any advice?
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Charleigh Anderson
 
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Post » Wed Mar 30, 2011 5:14 am

Ok, well I can edit the game settings in the G.E.C.K (My fMoveBaseSpeed shows as 85.00, and I change it to 77.00), and save it as an .esp, but when I activate that .esp (even in the highest load order, save for the official NV DLC and .esm) nothing happens upon loading my game and it's still the same. Any advice?


If your editinnig the player (in the npcs) then that wont do it since thats the default player starting values. The settings are in your saved game. If you want to keep increasing movement speed try a sprint mod.
Why exactly do you need to keep uping the speed?
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Rachel Eloise Getoutofmyface
 
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Post » Wed Mar 30, 2011 3:04 pm

If your editinnig the player (in the npcs) then that wont do it since thats the default player starting values. The settings are in your saved game. If you want to keep increasing movement speed try a sprint mod.
Why exactly do you need to keep uping the speed?


I don't need to up the speed, I need to reset it. And how do I open a save in the GECK? I've never really used it before.
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TASTY TRACY
 
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Post » Wed Mar 30, 2011 12:07 pm

I don't need to up the speed, I need to reset it. And how do I open a save in the GECK? I've never really used it before.


It should remember it in game. Use the console and revert the basemovement back to 77 then do a quicksave or other save. Then load the game again. Then try to save one more time.
That seemed to work on my copy.
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Logan Greenwood
 
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Post » Wed Mar 30, 2011 12:02 am

You can't open a save in the GECK, it's just making changes to from the main .esm that are then saved as a new .esp and overrides the defaults when you start the game. If you change many of the default Gameplay/Settings, they are applied globally - that is, not only to your player character but to the entire "world".

If you want to only alter your player character, the simplest (easiest) way is to alter one of the Perks or Tag skills. So let's say you took the Good Natured Tag skill. You find that in the GECK and add a line that lowers or increases your run speed. Like this: http://crimsonkeep.com/wallpapers/data/media/27/geck-00006.jpg

Edit: and I agree w/jasper ... if you change the values back via the console to what they were originally, and save your game, it should work. If it's not, don't know why...beyond the fact that sometimes the console can mess things up. *shrug*
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Justin Hankins
 
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Post » Wed Mar 30, 2011 7:26 am

Well, the weird thing is that the GECK website says the default for fMoveBaseSpeed is 77, but when I set it to 77 (with all other move speeds unmodified) I move extremely quickly. Now if I set it to 7 I can move fine (Typo maybe?), the speed just doesn't persist across saves. I don't recall ever setting the speed to 85 either, so it's odd that that is the number that is apparently my base move speed in the GECK.
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Sammie LM
 
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Post » Wed Mar 30, 2011 4:39 am

Well, the weird thing is that the GECK website says the default for fMoveBaseSpeed is 77, but when I set it to 77 (with all other move speeds unmodified) I move extremely quickly. Now if I set it to 7 I can move fine (Typo maybe?), the speed just doesn't persist across saves. I don't recall ever setting the speed to 85 either, so it's odd that that is the number that is apparently my base move speed in the GECK.


Hmmm the variable is set to 90 on mine. What is the fmoverunmult set at? You may have some other variables with higher values.
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Melung Chan
 
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Post » Wed Mar 30, 2011 3:39 am

RunSpeed and MoveSpeed are two different things. So RunSpeed is supposed to be 4.0, like previously mentioned by someone else I think.
Base speed is supposed to be .77 so if it's saying .85 there's something wrong. Are you sure you're loading only the fallout .esm at the top of the list and not that+some other mods .esm?

I'm not sure exactly why the console commands work - eg, where the changes are 'written to'. If they are written into the save files themselves, then yes they're going to persist within those save files whenever you load them up. Only saves from before or after you altered via the console will be 'normal'.

With mods, if you deactivate the mod, most of the time it should go back to the original state even when you reload a save because you no longer have an override file working on the game. Not always (items for example, sometimes persist), but for something as simple as run speed, it should. Does for me.

Hmmm the variable is set to 90

It's .77 in my GECK, with only the falloutNV.esm loaded.
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Carlitos Avila
 
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Post » Wed Mar 30, 2011 8:06 am

RunSpeed and MoveSpeed are two different things. So RunSpeed is supposed to be 4.0, like previously mentioned by someone else I think.
Base speed is supposed to be .77 so if it's saying .85 there's something wrong. Are you sure you're loading only the fallout .esm at the top of the list and not that+some other mods .esm?

I'm not sure exactly why the console commands work - eg, where the changes are 'written to'. If they are written into the save files themselves, then yes they're going to persist within those save files whenever you load them up. Only saves from before or after you altered via the console will be 'normal'.

With mods, if you deactivate the mod, most of the time it should go back to the original state even when you reload a save because you no longer have an override file working on the game. Not always (items for example, sometimes persist), but for something as simple as run speed, it should. Does for me.


It's .77 in my GECK, with only the falloutNV.esm loaded.


I use the getnumericgamesetting command in game. Its set to 90 for me prob a percentage. Thats an nvse command.
I used getgs fmovebasespeed and it says 90.00. I did it for fmoverunmult and its at 4.0.
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sally R
 
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Post » Wed Mar 30, 2011 1:17 pm

I modified a perk I had to slow my run speed, and it did nothing. At this point I'm inclined to just uninstall and reinstall the game because it's getting to be more of a hassle to fix it than I thought.
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R.I.P
 
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Post » Wed Mar 30, 2011 6:12 am

I modified a perk I had to slow my run speed, and it did nothing. At this point I'm inclined to just uninstall and reinstall the game because it's getting to be more of a hassle to fix it than I thought.


http://geck.gamesas.com/index.php/Movement_Settings

Heres some speed info. What are the values listed when you run a getgs command on them in game?
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Cat Haines
 
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Post » Wed Mar 30, 2011 3:30 pm

I use the getnumericgamesetting command in game. Its set to 90 for me prob a percentage. Thats an nvse command.
I used getgs fmovebasespeed and it says 90.00. I did it for fmoverunmult and its at 4.0.

Hm. Interesting. I don't know. I do know that not all console variables used in console commands match the ones in the GECK...like the height uses set scale 1.0 - 10 while the GECK's actual numbers use the 0.9000, 1.0400, 1.1000 format etc.

There are some chr. speed settings that are .90, such as default turning speed.
And of course if you're using info commands in-game it'll show results based on mods you may be using etc.
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Queen of Spades
 
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Post » Wed Mar 30, 2011 11:28 am

http://geck.gamesas.com/index.php/Movement_Settings

Heres some speed info. What are the values listed when you run a getgs command on them in game?


Using the getgs command in-game shows my fMoveBaseSpeed = 77 and my fMoveRunMult = 4, so I have no idea what is causing me to move so quickly.
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Ebou Suso
 
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Post » Wed Mar 30, 2011 6:07 am

Using the getgs command in-game shows my fMoveBaseSpeed = 77 and my fMoveRunMult = 4, so I have no idea what is causing me to move so quickly.

lol...sounds really screwy. :D Maybe the save game/s became corrupt somehow, or the actual game files did. So yeah, try reinstalling. Can't hurt anyway.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 3:04 am

Using the getgs command in-game shows my fMoveBaseSpeed = 77 and my fMoveRunMult = 4, so I have no idea what is causing me to move so quickly.


Changes to these settings will not be reflected until an actor re-evaluates its speed. This can be done by changing sneak state or holstering / unholstering a weapon. Changing walk/run state will not work. Another way to do this is to do 1 point of mobility damage to the actor then heal it a frame later. This should cause their speed to recalculate. Interesting info I didnt know about. Guess you dont have to save then load.

Not sure what the issue is then. Weird save maybe. Does everything else move fast was well? Happens in a new game?
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Alexander Lee
 
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Post » Wed Mar 30, 2011 2:19 pm

I "re-evaluated" my speed and quicksaved/loaded each time I tried to fix it, and it made no difference. I'm working on re-installing now, so I'll post what happens after.
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renee Duhamel
 
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Post » Wed Mar 30, 2011 10:10 am

After I re-installed everything worked fine. I moved all my old saves out of the Saves folder in a baseless fear of some residual taint, but I'll probably move them back to see if they have been corrected.

EDIT: Well, the old saves are still f'd, but my new game works just fine.

Thanks for the help
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Jon O
 
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Post » Wed Mar 30, 2011 2:35 am

I've said it before and I'll say it again: ModAV SpeedMult X. Don't fiddle with GMSTs via the console, only do it via plugins, or else they'll become baked into your gamesave.
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GabiiE Liiziiouz
 
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