I would imagine this is a walkmesh issue.The walkmeshes (from what I have come to understand) are the .MBA files found in the _meshes00 folder. They have the prefix id_ such as id_d.mba.You can alter what walkmesh Gerralt calls for, however he doesn't have a model header file like most (A .mdb file with the prefix cr_) instead what animations he uses are determined in the compositemodel.2da file found in the _2da00 folder.My guess is that even if you changed what walkmesh is called for, he has the fastest animations allready. Unless there is a walkmesh used for, say a cutscene in which he moves faster then normal...just my thoughts thoughscwanobi said:I was wondering if anyone has had success changing geralts run speed. I've edited both the moverates.2da and creaturespeed.2da but it only seems to make him run really weird not faster.
You are right I didn't make any changes to that file. I didn't notice any changes in Gerralts gate when I modified it so I am wondering what other files one would have to modify, to alter his walkmesh.scwanobi said:I don't see any changes to the compositemodel file that he has in the folder.
Maybe I'll see if I can remember which file it was. I believe I came across a file that had what apepared to be the default codes. It might be possible hack it up and add stuff but I would assume it would only work (or partially work) until customizing keys from in game if the game then stores them elsewhere (registry or otherwise) and thereafter only uses that, don't know.EDIT: Went and rummaged my extract folder before posting. Try looking at the actions.2da file. From reading it I would assume as long as the game recognizes the Name ID being referenced it would perform that action when the keycode is detected.scwanobi said:If its possible to edit keybindings there may be some hope to making a walk/run toggle. I don't know much about scripting but it may be possible to make one that would overide the default walkmesh for geralt with the one for walking.
Just to clarify a few things.Walkmesh -- Used for determining where a player can and cannot walk. Each area has a walkmesh.MBA files -- Binary file containing animation data for composite models.I know this provides no help regarding the topic, but its just an attempt to make sure the terminology isn't misinterpreted.Felldude said:I would imagine this is a walkmesh issue.The walkmeshes (from what I have come to understand) are the .MBA files found in the _meshes00 folder. They have the prefix id_ such as id_d.mba.You can alter what walkmesh Gerralt calls for, however he doesn't have a model header file like most (A .mdb file with the prefix cr_) instead what animations he uses are determined in the compositemodel.2da file found in the _2da00 folder.My guess is that even if you changed what walkmesh is called for, he has the fastest animations allready. Unless there is a walkmesh used for, say a cutscene in which he moves faster then normal...just my thoughts though
no chance you'll post it, or is it too big?TL said:When you set his run speed higher, his model animations for running are faster as well.Just do what I say in my last post and you will have no problems.