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First person to create walk/run toggle mod gets a cookie


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75 replies to this topic

#61
Seeders

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I always feel like I'm walking when in stealth mode, though i guess its a little strange sneaking around town.  I never would have considered this an issue for people, but I'm surprised by people every day.  Not sure how you would quit the game over this though, seems absurd to me.


Edited by Seeders, 09 April 2015 - 04:58 PM.


#62
Rhinjavar

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Hey y'all! I just wanted to let you know that the ability to walk has been implemented into the IE Mod located here: http://rien-ici.com/...ars_of_eternity

In addition, the mod has many other nice features that help to restore the feel of the old Infinity Engine. I hope that you enjoy it. :)


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#63
FaustianEchoes

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Thank you guys so much! This plus the portraits on the Nexus have really enhanced this game for me!



#64
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Can I disable the text everytime I hit toggle walk?



#65
Szegedin

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Is the walking mod any good? Anyone use it yet and want to give a review

 

Its great, characters .... walk - plus all the other good stuff in the IE Mod.

 

Just use double speed for long distances.

 

I love this mod, but the walking looks a bit stilted already and putting it on double speed kind of defeats the purpose of the mod as it looks ridiculous and is way more immersion breaking than simply running everywhere. We need a toggle :)

 

 

Yeah I agree about the toggle of course, but when I say I use double speed sometimes, its usually in map view watching green dots move from one end of the map to another, so no worries about the animations for me!



#66
FaustianEchoes

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Awesome mod!



#67
Daemonjax

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I just tried out the latest IE mod with the walk speed and faster stealth options.

 

Good stuff... works as advertised.

 

Any chance on making characters/party run on double-click, like in Fallout 2?  Or, at least a walk/run toggle key?

 

Good idea.  I'll see if that's possible.  It would be easier than figuring out how to add a walk/run toggle button ;)

 

 

So I tried out v4.10, and the toggle key works as advertised.  It's usable in its current state, so that's cool.

 

If running on double-click isn't possible, would it be possible to have it walk based on distance?  Like.... 10 meters or so?  Or maybe just walk when you click on an interative object (pick up loot, activate switch, talk to someone, etc)?

 

I was thinking I could implement a run on doubleclick via an autohotkey script... I'll post what I come up with.


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#68
Szegedin

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I just tried out the latest IE mod with the walk speed and faster stealth options.

 

Good stuff... works as advertised.

 

Any chance on making characters/party run on double-click, like in Fallout 2?  Or, at least a walk/run toggle key?

 

Good idea.  I'll see if that's possible.  It would be easier than figuring out how to add a walk/run toggle button ;)

 

 

So I tried out v4.10, and the toggle key works as advertised.  It's usable in its current state, so that's cool.

 

If running on double-click isn't possible, would it be possible to have it walk based on distance?  Like.... 10 meters or so?  Or maybe just walk when you click on an interative object (pick up loot, activate switch, talk to someone, etc)?

 

I was thinking I could implement a run on doubleclick via an autohotkey script... I'll post what I come up with.

 

 

I've come round to think the toggle is actually better than a double-click, since in those instances where you want to run, you can still precisely set up your formation with RMB, then hit the toggle to run to the exact indicated spots, even toggling back to walk mid-stream if you want without having to select a new destination.

 

Double LMB would always result in the formation shifting a bit which would annoy me no end...

 

As far as distance based or interaction based I think that's getting a bit too complicated, and doesn't really solve any problems that the toggle doesn't...


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#69
Daemonjax

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I've come round to think the toggle is actually better than a double-click...

 

 

 

Well, here's an autohotkey script that makes it work well enough using double-click to run (a la Fallout 2):

#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.
 
isRunning = 0
walkToggleKey := "["
 
#IfWinActive Pillars of Eternity ahk_class UnityWndClass
 
~LButton::
{ 
    if ((A_TimeSincePriorHotkey < 180) && (A_TimeSincePriorHotkey > 0))
    { 
        Send {%walkToggleKey%}
        isRunning = 1
        Return
    }
 
    if (isRunning == 1)
    {
        Send {%walkToggleKey%}
        isRunning = 0
    }

    Return
}
 
... change walkToggleKey to whatever, and turn on walk mode manually just once (otherwise, it'll do the exact opposite -- walk on double-click).  
 
It would work slightly better if two more hotkeys existed: WalkMode: On, and a Walk Mode: Off
... but this really does work well enough for me, so I'm happy -- and I could always improve it slightly by using a screen tap if I feel the need.
 
 
Any chance of adding the option to disable the combat log text upon toggling?
 

Edited by Daemonjax, 11 April 2015 - 01:54 PM.

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#70
FaustianEchoes

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I'm playing as a chanter and every time I use the key I assign to toggle walk it opens my phrases page. What can I do?



#71
Daemonjax

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I'm playing as a chanter and every time I use the key I assign to toggle walk it opens my phrases page. What can I do?

 

Assign a different key?



#72
FaustianEchoes

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I'm playing as a chanter and every time I use the key I assign to toggle walk it opens my phrases page. What can I do?

 

Assign a different key?

 

Installed new version, fixed it



#73
FaustianEchoes

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Bump



#74
Vanant

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The toggle key works great. I can´t believe the developers decided to drop this. I could expect that from an streamlined action game, but not from this one. I think that developers and beta testers tend to play compulsively, looking for bugs and gameplay issues, and they forget that many people will do only one big playthrough, smeling the roses during the way.


Edited by Vanant, 13 April 2015 - 02:42 AM.

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#75
Szegedin

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The toggle key works great. I can´t believe the developers decided to drop this...

 

Yeah I wonder that as well, the animations are there, the code is there, - so why sit down at the table and say...

 

'walking, yeah that's definitely gotta go.'


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#76
RedKnight

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I've come round to think the toggle is actually better than a double-click...

 
 
Well, here's an autohotkey script that makes it work well enough using double-click to run (a la Fallout 2):
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.
 
isRunning = 0
walkToggleKey := "["
 
#IfWinActive Pillars of Eternity ahk_class UnityWndClass
 
~LButton::
{ 
    if ((A_TimeSincePriorHotkey < 180) && (A_TimeSincePriorHotkey > 0))
    { 
        Send {%walkToggleKey%}
        isRunning = 1
        Return
    }
 
    if (isRunning == 1)
    {
        Send {%walkToggleKey%}
        isRunning = 0
    }

    Return
}
http://www.autohotkey.com/
 
... change walkToggleKey to whatever, and turn on walk mode manually just once (otherwise, it'll do the exact opposite -- walk on double-click).  
 
It would work slightly better if two more hotkeys existed: WalkMode: On, and a Walk Mode: Off
... but this really does work well enough for me, so I'm happy -- and I could always improve it slightly by using a screen tap if I feel the need.
 
 
Any chance of adding the option to disable the combat log text upon toggling?
 

Any chance of making this work for Tyranny and the Torment game?




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