• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

A.J.

Contributor
  • Content count

    1,958
  • Joined

  • Last visited

1 Follower

About A.J.

  • Rank
    Feuerschwinge

Profile Information

  • Gender Female
  • Interests New Vegas, Fallout 3, Skyrim

Contact Methods

  • Bio ... ¡Ay los conejos, cómo están! Mira, sequitos. Ella los tiene... claro, demasiado... ¿Tú nunca has tenido conejos? Yo sí, en mi casa, muchos. Yo sé mucho de conejos. Oye, que... ¡Ay mis miños, mira los nabos cómo les gustan! Pues que me perdones por lo del tartamudeo, que es a veces soy muy bruta... De todas formas tú te pasaste un poquillo. Vamos tú comportamiento no estuvo bien. Lo sé porque muchos hombres se han aprovechado de mí siempre. Yo me he dado cuenta, pero tarde. Si me hubiera dado cuenta antes, pero... Sin ir más lejos, fíjate, el mundo árabe cómo se ha portado conmigo...

Recent Profile Visitors

5,404 profile views

24 files

  1. Alice in Wasteland - The Rabid Hole

    http://www.youtube.com/watch?v=tlIEPe1wDbw





    Alice in Wasteland - The Rabid Hole is an uvoiced tale, inspired by some movies (neither Alice in Wasteland nor Alice in Wonderland...). It is composed by a main quest and seventeen side quests, with different ways to complete them. There's also a hidden quest and a bonus quest that will lead to a little reward if the main quest will be finished in a certain way.
    There are some hard fights, but it's mainly dialogues, situations, thinking how to put together every single piece of the puzzle, trying to figure how to reach the end.




    It doesn't take a lot from the story of Alice in Wonderland. The characters are references from the tale, also they sometimes could tell you sentences from the book. But everything else is inspired from some movies I love.

    Beyond that, it brings an important concept I've gained reading that story, the same feeling I had watching those movies. What you see, what is happening, what NPCs tell you: everything can be read in different ways.

    And about the lore... It doesn't care about Enclave, BoS, NCR, Legion and everything happening in the Mojave, NPCs live their own separated story and it seems as they don't care about anything else. No, it's not in lore and it isn't supposed to be. And... well, there will be some bit of magic in the air, but... it's a tale.




    This is essentially what I had in mind and I tried to follow when I did this mod:

    - I love Fallout's sense of freedom and I tried to stick to it as much as it was possible for me.
    - I tried to give the player the opportunity to use different approaches. The GOOD one is the hardest one, as always. The BAD one can be easier sometimes, but also more dangerous: you can end up in a cul-de-sac, breaking the quest, as it can happen in the vanilla too. But until you won't break the main quest it's all ok.
    What really counts for me is giving the opportunity to do it, it's tied with that freedom concept I was trying to achieve. No essential people (only the "mothers" are essentials...), few doors impossible to be open, you can attack whoever you want, rob them, it won't be the quest itself that will judge your actions, the consequences will be quite natural. Sometimes a bad approach could even be useful.
    - All the speech challenges are hidden and you won't take XP from them: this means that playing with two different characters you'll see "natural" changes in the dialogues with the NPCs.
    And remember that you can only ask about things you actually know: you can't ask mr.X about mr.Y if you still have not met him or heard about him.
    - Male and female characters will have a slight different playthrough and dialogues.
    - The pipboy will be used as a log, in first person: you'll find "that guy told me to go there" and not simply "go there".
    - What you see, usually, is what you perceive: you'll meet a "well dressed man" and he will be such until he won't tell you his name, or someone else who knows him. I find Perception is very important, i think it's the way your character has to tell you what's happening, this doesn't mean it is really the truth.
    - There won't be arrows to point you to your destination. But usually the informations given are enough, if they're not it means you can still achieve more informations in some way. Or it means I forgot something, yes. Anyway, you shouldn't end up roaming the whole Mojave looking for a spot, at least not the main ones.
    - I didn't place a lot of notes written in first person. I preferred putting some "details": they, all together, help picturing the whole situation.
    - Freedom applied to the quest: as I said you can finish them in different ways, but since few places will be closed, you can do some quests even if you... still don't have them, simply they'll trigger different situations.

    To start the main quest, take a look in Freeside. But if you are playing the vanilla NV, you can also forget about this mod and simply wander around the Mojave to find the few new spots etc. they are part of the landscape. Just like in vanilla side quests, you don't need to do them following a certain order.




    I tested very much the mod, mainly with a female character. My main concern were the fights, they weren't easy in my opinion and I nerfed enemies a lot. The weapons you carry with you are what really makes the difference.

    If you find a hard place you can still level up and go there later, as in vanilla game.
    Anyway here some examples:

    - I tried it around level 15, Hard settings: I did it, but still there were some places not really easy. If you like hard challenges, and your Mojave economy isn't made easier because of some mods (as adding expensive weapons etc.), I suggest you to be around this level. But you should have nice equipment.
    - I tried it around level 5, Hard settings with basic weapons: it was really a pain, but still I went through a bunch of contents.
    - I tried it around level 32, with Project Nevada, Very Hard settings and a lot of weapons: I found it easy.
    - I tried it around level 22, with ED-E, Project Nevada, Very Hard settings: a nice ammo consuption as always, but a companion definetely makes your life easier.
    - After nerfing the fights, last playthrough: I did it at level 7, Hard settings, Delilah, PN and AWOP (without nerfing the loot): I ended it at level 11, I found it not very hard. I preferred sticking with this difficulty, I like the story, I think it's more important than the fights themselves.
    For what concerns the abilities, it is done in a way that many kinds of players should be able to do it, no matter their stats. The only real requisite is a base of 25. Essentially, 25 Lockpick and 25 Repair. Low levels should still be able to play it. High level players will find ways to skip some parts of the mod thanks to their stats or moneys, but... less fun.

    There's only a certain point where it can happen that you "don't feel ready": this means exactly that, you are not ready. Not for your level, but for your combat abilities. Not a huge value anyway. There's an alternative end which requires some stats, just like in vanilla.
    Playing as it was the first time, it took me about 8 hours to complete it and unlock all the contents, with many reloads because I was dying etc. because I'm soooo slow, I take my time exploring and reading everything.

    I suggest to leave your companions at home. No, better: essentially, they can come, but there are some things in Chapter IV that "shouldn't" be made for companions, it's a matter of concept. Also, in chapter III a companion will break your... "view". But it won't break your quest, don't worry... Anyway, places are navmeshed and you already know how it works: when you snap your fingers they will follow you, always. So... when you find a hard fight, you can still bring some backup with you.




    I'm a fan of survival mods and low loot. I thought very much about this aspect. I think I didn't place a lot of stuff around, but I did sometimes, following some rules I gave to myself.

    The quest provides something useful for your playthrough. But it could be a nice ammo consumer, based by your difficulty level. There are some spots and quests that aren't useful for the main one: they are there as a source of equipment and moneys.
    You won't gain a lot of experience from the quests. Still, I took 1-4 levels (depending by my level of course) when I killed all the enemies and I unlocked all the contents.

    The only time you'll gain a bigger experience will be at the very last, especially triggering a certain end. As I said, there are more ways to finish the main quest. Essentially, if you'll finish it and you still will have A question haunting your mind, it means you still didn't do everything. But the ability to unlock the contents depends by how you played through the quest.
    In some cases you'll be able to trigger a couple of extra contents that should in some ways answer to that and also you'll be able to build your own house: not a luxury aseptic attic, it will be my concept of confortable wasteland home.




    - 01/04: added TTW Compatibility Patch. Thanks to nyaallich for this. Adding this .esp on the bottom of the Load Order will move the Alice door to the modified station of TTW. You will be able to enter both in Alice station (the one with the rabbit graffiti near) and TTW station.
    - 28/02: v3 is online.
    Many grammar corrections by Chancellor Kremlin
    Knockdown fix by Chancellor Kremlin
    Solved an issue where "the black guy" stalking AlChestBreach was breaking the start of the mod
    Soundtrack included as loose file
    MAYBE Beatrix fix (can't test it, it's just a feeling)

    Installation Instructions:

    - Requirements: Fallout NV and NVSE. Archive Invalidation enabled for the textures.
    - Install: manually extract the archives (Alice - Assets, Video and Alice.esm) under Data folder, then tick the Alice.esm in your load order. You will have: Alice.bsa and Alice ESM inside Data, four bik files under DataVideoAlice. Better if the ESM is on the bottom of your load order.
    - Uninstall: manually remove from Data folder the files Alice.esm and Alice.bsa; manually remove the four Chapter files from the sub-folder VideoAlice.
    - Cleaned and checked errors with FNVEdit and PU.
    - Conflicts: I tried with AWOP and NVInteriors, everything was good. But I'm aware it could conflict with other mods. I THINK it could create a little issue with CotW in a certain quest, I'll test that when I'll have some more time.
    - General issues: even if I tested it many times, I'm aware that due to the complexity of some things there will be errors. Essentially I started this quest when this summer I wanted to learn how to use the GECK and the other things concerning general modding. If you have troubles don't hesitate to write me. If you find it will change the name of certain cells (in a different language than english), please PM me with details, it's a thing I couldn't check on my own.
    - Console: its use is dangerous, really weird things can happen. Following the main quest, you can TGM but avoid to TCL, COC, UNLOCK doors that can't be open or SETAV SPEEDMULT.
    - ENB users: I'm one of you, I love ENB. But I used IMODs, some effects can't be visible if you are using certain ENBs. I suggest you to turn them off. Also, the lights are tweaked for vanilla without ENB.
    If still you want to use them, nothing bad will happen of course: if you get stuck for some seconds, it's simply because a fade to black effect is running.
    - I really can't figure if the quest itself is hard. So I included some extra documents under Downloads. One is the list of the quests: useful if you want to see if you did everything, not a great spoiler. Then, I included the list of the locations: this is a spoiler, I would avoid that, you will loose the sense of the exploration, the quest already should provide all the infos to reach these places. I also included some General Tips if you feel lost at start and you don't want to give up: the first page is general tips, the second page is Chapter I small walkthrough, the last page is what you could do to continue the quest if you still are lost. As last resource I included the complete walkthrough: I know it could be frustrating when you are stuck and you can't realize if you had an issue with the quest or if you still can't figure what to do, that's why I included it. It's the definitive spoiler, you will loose all the fun, so... don't use it until you are crying or banging your head against the monitor. Or both.




    - Eronel, Kendo and Xazomn to allow me drawing one of the characters based on their amazing Mojave Delight.
    It was definetely too much important for me. As I always love thinking... "if Beauty had a name, it would be Mojave Delight"

    - A Big Thank you to Chancellor Kremlin for his grammar corrections

    - A big Thank you to LL for this hosting

    - A big Thank you to Bethesda for the amazing playground

    - A big Thank you to the modders and their creations. It is thanks to them if this past summer I started exploring the wonderful world of modding

    - A big Thank you to LL's nice scripters and everyone that found a minute to answer my questions, you really showed me the light everytime I was ending in a dark tunnel with the GECK

    - A big Thank you to Desert Bufalo and his neverending search for perfection

    - A big Thank you to DigitalMemories, Randagio, The Doctor, Snake, Spikes and Cary

    - A big Thank you to "Suiko" and "Evan": in some ways... if it wasn't for you, I would have never found this passion

    - A big Thank you to those I forgot

    Permissions:
    PM me if you need anything.







    - The files are split due to file size limits -



    You only need Main, Assets and Videos

    1,654 downloads

    Updated

  2. Jogging [New Vegas]

    A small request, maybe someone else could find it useful.

    This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.

    It only slow downs forward and backward movements, side movements will be at the normal speed.

    To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)

    You can change the amount of speed on the MCM >>> higher Smoothness = lower speed

    To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
    To uninstall, just remove the ESP from the folder and make a clean save.
    Recent NVSE (4+) is required.
    MCM is optional, it's required to reconfigure the parameters.

    No vanilla ID modifies - I can't think to any possible conflicts.

    Comparative video to show what I was meaning, if it's not so much clear:

    https://www.youtube.com/watch?v=uZSRlHSGgVM&feature=youtu.be


    Permissions:
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    93 downloads

    Updated

  3. Idles and behaviours - Fallout New Vegas

    ---------------------------------------------
    Idles and behaviours - W.I.P.
    ---------------------------------------------

    This is my attempt to bring some more life to my character.
    The idles trigger on their own following certain conditions.
    There's a MCM which allows to enable / disable the ones we don't like and some other categories.
    Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people.
    I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems.
    THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want.

    Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page)

    I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online.


    --------------------
    Requirements
    --------------------

    - BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma.
    - NVSE 4.6b1 or superior


    ------------------
    Installation
    ------------------

    Unzip the content under Data and tick the ESP.


    ---------------
    Uninstall
    ---------------

    .PSE eht kcit dna ataD rednu tnetnoc eht piznU


    ---------------------------
    Incompatibilities
    ---------------------------

    Can't think to anything right now.

    ---------------------------------------
    Small video of few idles
    ---------------------------------------


    https://www.youtube.com/watch?v=fX28FTE47TI&feature=youtu.be


    --------------------------------------
    My ingame escape plan
    --------------------------------------

    The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them.
    Last, equipping or unequipping a weapon should break momentary their execution.

    -------------------------------------------
    Few more in-depth details
    -------------------------------------------
    Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle.
    Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway.

    > Primary Needs animations
    They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations.
    When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know.

    > Hit animations
    They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore.
    --- Hit Head: < 60% head condition
    --- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING
    --- Hit Torso: <60% torso condition
    --- Pain: two different cry animations when the health is < 25%

    > Standing Idles
    --- No walk
    No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course)
    ------ Swat
    ------ Hands on Hips
    ------ Hands Behind
    ------ Single Hand on Hip
    ------ Crossed Arms custom 01
    ------ Breathing

    --- Walk
    Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key.
    TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc.
    ------ (16 different idles)
    ------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself.


    ----------
    W.I.P.
    ----------

    This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled.


    https://www.youtube.com/watch?v=WWc1zFrnDBg&feature=youtu.be


    The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods.
    I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly.


    ------------------
    Permission
    ------------------

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    2,131 downloads

    Updated

  4. Stamina HUD [FONV]

    -----------
    Changelog
    -----------

    v.1.2 - The core seems pretty much completed. Solved few script bugs, leading to random issues when reloading. Added a new variable to the fnPrint function. Tweaked some consumption values. Added an extra "weak" effect when you are in CoolDown - it now reduces Unarmed and Melee ability and damage. And... something else I cant' remember.
    v.1.1 - Added an extra option on the MCM - Customize colors. If you check it, you will be able to choose your custom colors, as before. If you un-check it, you will have vanilla themes (the classic yellow and red per default - or different if you changed it on the main menu)
    v.1 - Release


    ---------------------------
    BETA - Requires feedback
    ---------------------------

    A small script that adds a stamina bar on the NV hud. The bar itself doesn't do anything, but can be used along with other mods (i.e. this Sprint mod or these realism Options).

    It has many options to configure it via MCM

    - Debug Mode: not much interesting, it enables some console spam, for debug.

    - Stamina Bar Position: this is important. When you click on this, you will be kicked out from the MCM and you will be able to decide the bar position, using the arrows. If you press SHIFT, it will move faster. E/R increases / decreases the size etc. all the commands are written on the screen.

    - CoolDown: this Option on the MCM will decide the amount of seconds that Cooldown mode will least.
    (what is CoolDown mode) When the stamina reaches zero, the bar will start blinking and the player will be exhausted >>> it will go in CoolDown mode. While in CoolDown, stamina won't regenerate.

    - Force Walk: if enabled, the player won't be able to run in Cooldown mode (because he's exhausted)

    - Breath Sound: if enabled, when the character will go under a certain value of stamina (the BREATHING THRESHOLD), it will start breathing heavily

    - Breathing Threshold: the percentage where the player will start breathing

    - Bar Primary and Secondary colors: they decide the color of the bar.

    - Endurance and Agility Ratio:
    These two sliders decide how much the player's S.P.E.C.I.A.L. influence the Stamina.
    Player's END decides the max amount of stamina
    Player's AGI decides the regeneration rate
    Stamina Max = END * Endurance ratio
    Stamina Regen = AGI * Agility ratio


    ---------------
    Requirements
    ---------------

    - NVSE 4.6+
    - UIO
    - MCM (while MCM is optional, the amount of configurable things is a good reason to install it)


    ------------
    Installation
    ------------

    Extract the content in Data or use a mod manager to do the same. Flag is on the load order and you're ready to go. Load order position is not influent.
    Optional: if you prefer the alternative bar, after the installation un-pack it and overwrite the files

    Updates: when not request, clean save is not necessary. However, if you'll have issues, it would be better making a clean save before reporting any possible problems (or temporary starting a new game and see how it goes)

    A small video to show a bunch of features in game:

    https://www.youtube.com/watch?v=CdBLe82z5fg&feature=youtu.be


    -------------
    For Modders
    -------------

    I'm still wondering what I should / shouldn't do, that's why I flagged it as WIP. Things can be changed properly if they are not easy to be used / they don't work at 100% etc. so I would appreciate some feedbacks on that.

    The way to interact with it is pretty easy. There are 3 things done for now.

    > A main function
    Let iMaster := GetModIndex "Stamina.esp" Let bStaminaInit := 1 Let fnStamina := BuildREF iMaster 7188
    After BuildREF, to drain or provide stamina, it's necessary to call the function passing 3 parameters:
    Call fnStamina fValue fCoolDown sName
    - fValue is the amount of stamina gained/drained(positive or negative).
    - sName is a string, a note, better if it's the name of the mod. It's only used for test purpose, it will be printed on console if debug is activated.
    - fCoolDown is a peculiar value, I'll try to explain it the best I can. It introduces a CoolDown time in the regeneration. The stamina mod ticks regeneration every 0.1 seconds. This means that if fCoolDown is 0, you will drain stamina but in the same time the regeneration will regenerate. At high regeneration rates, you risk that things like sprinting (which drain stamina continuously) won't consume the stamina as intended. To avoid it, you can introduce a fCoolDown of even just 0.2, it will prevents the stamina to regenerate. A higher value could be used to simulate a hit, for example, you put 2 seconds when you receive a hit, you won't regenerate for 2 seconds.

    > A couple of events
    "aSTTiredUDE" and "aSTNoTiredUDE" are dispatched when you are in CoolDown mode (see Stamina - when the bar blinks, when you are forced to walk)

    > A function returns few vars
    aSTfnPrint (Hex = 3027, Dec = 12327) wants a string as parameter (the name of the var) and returns the value of the variable. Not tested...
    Parameters:
    - "fStamina": actual stamina value
    - "fStaminaMax": max stamina value
    - "fStaminaRegen": regen value
    - "bBlink": if true, the stamina bar will blink => when aST_TiredUDE will be dispatched
    - "iBreath_TH": the threshold when the player starts breathing
    - "fAgi_Ratio": Agility ratio
    - "fEnd_Ratio": Endurance ratio

    30/04:
    Added a new parameter "rInit"
    if eval (Call fnPrint "rInit")
    If you call a string like this, it will go true only after that the main mod Stamina.esp has finished to be initialized.


    ------------
    Permission
    ------------

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    329 downloads

    Updated

  5. Sprint Mod (uses Stamina bar) [FONV]

    ------------
    Description
    ------------

    The small sprint resource I uploaded some time ago, with few modifies, to let the Stamina bar working properly.
    It can work WITH or WITHOUT the Stamina Mod.

    - WITHOUT STAMINA MOD
    Pressing SHIFT and Forward, the player will sprint. The speed is about 160% of the normal speed. It's not huge but noticiable.

    You can see a preview of the Sprint animation here, around 15 seconds:

    https://www.youtube.com/watch?v=LF0jZD_9VRQ&feature=youtu.be


    - WITH STAMINA MOD
    Same as before, but it will cause a stamina consumption.


    -----
    MCM
    -----

    - Without Stamina Bar installed, the only option you are able to do is enabling / disabling the sprint.
    - With Stamina Bar installed, you will be able to enable / disable the stamina consumption and the amount of stamina consumed while sprinting.


    ------------
    Limitations
    ------------

    This was made to work in third person, I mainly play in third person. The first person sprinting effect was a workaround to allow people to use this mod also in first person, but it uses a different method. I don't want to go in deep with it, but let's just say that if you hear two different step sounds when in first or third person, it's perfectly normal. It could be annoying, but it can't be changed.

    Note that some keys will be disabled while sprinting, for example F, so you won't be able neither to switch 1st/3rd person nor to rotate the camera in the usual way, you must stop sprinting to do that.

    Last, for obvious and known reasons, loved by all the animators (... ...), when sprinting in third person the left / right keys will be used to rotate your Z angle: basically you will still be able to change direction, but in a different way, just like if you were a speedboat. Like a speedboat.


    ---------------
    Requirements
    ---------------

    - NVSE 4.6+
    - Optional: Stamina Bar

    ------------
    Installation
    ------------

    Unpack everything inside Data, flag the ESP and you're ready to go. Or use a mod manager.


    -------------
    Permissions
    -------------
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    534 downloads

    Updated