Actor movement speed

Bigwilleh

First time out of the vault
Is it possible to modify actor's movement speed?

Specifically, I want to change super-mutant movement speed to use the same scaling as other humanoid actors. It seems silly to be that a super mutant with 8 agility runs about the same speed as a ghoul or human with 4.
 
Hi hi,

You can, but not depending on AG. There is no way yet to do that. But you can do it depending on armor and sprites.

To do that, use Sprite editor and check in the run animation sequences a number somewhere, usually it is 0.5 if I remember correctly.

Change it to 1.0 and you double the speed. I suggest augmenting it for dogs and other animals too. I find it hard to believe that animals would not outrun you more easily. Specially Deathclaw. And it would make them terribly good melee fighters as recruits.

Boosting all movement speed would also make melee better, wich I recommand because in vanilla game it really sucks.
 
Hi hi,

You can, but not depending on AG. There is no way yet to do that. But you can do it depending on armor and sprites.

To do that, use Sprite editor and check in the run animation sequences a number somewhere, usually it is 0.5 if I remember correctly.

Change it to 1.0 and you double the speed. I suggest augmenting it for dogs and other animals too. I find it hard to believe that animals would not outrun you more easily. Specially Deathclaw. And it would make them terribly good melee fighters as recruits.

Boosting all movement speed would also make melee better, wich I recommand because in vanilla game it really sucks.

Dog speed does need a bumpup, yeah...they keep up with humans and ghouls, but they should at least be able to keep up with deathclaws, if not significantly outpacing them due to dogs inability to do anything but sneak and attack (whereas deathclaws make very good sappers and grenadiers...although for a giggle, you actually can have a dog or a deathclaw drive a car).

The movement speed does scale indirectly off agility, via max AP (you can verify this pretty easily by eating afterburners, or by editing an actor to have an enormous amount of AP and watching it blaze around faster than the cars in the game).

Two questions: what folder are the movement animation sprites stored in, and what sprite editor do you recommend?

I went looking for them, and the only movement animation I found was labled for reavers, and when I attempted to open it with a random sprite editor I found, it crashed when trying to load the file.
 
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Oh really? Nice! I didn't know max AP had an effect on continuous time-based. It's great.

Simply look for the folder core/sprites/characters. For sprite creation, you can use this tool : http://www.nma-fallout.com/resources/sprite-creator.3/

Not the best, and I don't like the way it is always set to full screen, but the only app I know. Red Viewer might be able to edit .spr, but I never found a way to do it correctly, and it crashes damn too easily. I only edit tiles with Red Viewer.
 
Oh really? Nice! I didn't know max AP had an effect on continuous time-based. It's great.

Simply look for the folder core/sprites/characters. For sprite creation, you can use this tool : http://www.nma-fallout.com/resources/sprite-creator.3/

Not the best, and I don't like the way it is always set to full screen, but the only app I know. Red Viewer might be able to edit .spr, but I never found a way to do it correctly, and it crashes damn too easily. I only edit tiles with Red Viewer.

Found the correct folder, but for whatever reason the only sprite library in there is in fact the one I found before (for the reaver male). Weird.
 
hum... It must be because most of your files are still compressed within the .bos files in core, like this one "spr-sprites_0.bos"
 
I suspect that the Fo:T Redux installer nuked the sprites folder. I checked, and the only sprites files I had in the folder were a) from Fo:T Redux, or b) from Fo:T Equilibrium.

I copied without replacing from my backup install, and we'll see if a) it works and b) if I can fix up the movement animations.

EDIT: Lets hope that stuff loads its sprite on the fly rather than on first initialization (like entity stats do).
 
Success with the mutants!

Also, I discovered that mutants crouch walk twice as fast as anyone else (at full stand walking speed) for some reason...would never have noticed that otherwise because I essentially never use crouch walking.
 
Oh really? Nice! I didn't know max AP had an effect on continuous time-based. It's great.

Simply look for the folder core/sprites/characters. For sprite creation, you can use this tool : http://www.nma-fallout.com/resources/sprite-creator.3/

Not the best, and I don't like the way it is always set to full screen, but the only app I know. Red Viewer might be able to edit .spr, but I never found a way to do it correctly, and it crashes damn too easily. I only edit tiles with Red Viewer.

Yes, AP has effect on how fast the character/actor would run.
I did that experiment with my 12 ft giant, he was running at about the same speed as the normal sized sprites around him
check this
http://www.nma-fallout.com/threads/sprite-resizing.216762/

it's very weird no one replied to that thread. It is a good idea and intriguing to resize some characters and make them taller. The problem is, it takes very much time to fully resize each image from that sprite. It would have taken me 4 days just for that huge armor sprite, so I stopped.

After I modified his AP, he started to run much faster. It doesn't depend on sprites that much.
For example I have a super-character(the one in gold you usually see in some on my maps and on the moddb mod i tried to make), maxed out the action points, and he basically teleports to cursor now. Without showing the running animation.
 
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