I'd have to check the fomod script, but I'm pretty sure the assets aren't installed either if the module is not active. Not that a few megs of files even matters and they don't interfere with anything anyways. If you don't use FOMM however, the script might not work fully, NMM and MO don't fully support C# scripts.
Could somebody fix/improve the Sprint Mod for TTW?
- RoyBatty
- Gary
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- jlf65
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Well, I'll be damned - the
Well, I'll be damned - the installer DOES have lists of all the different files to avoid installing unselected modules! My love of manual installing has done me in. ![]()
- RoyBatty
- Gary
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- jlf65
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RoyBatty wrote:
[quote=RoyBatty]
Many mods should not be installed manually, this is not 2006 :)
[/quote]
Yeah, at the least I should read through the install script to see what's optional and what's not. Sorry about all this.
- jlf65
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The default consumption of AP
The default consumption of AP by sprint in PNx is rather high... so lower it. That's what the MCM settings are for, after all. I lower it from 25 to 15 and you can sprint for a decent period.
But yes, seeing a fixed version of the sprint mod posted would be great for everyone not using PNx.
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generalmx
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I think the MCM options for
I think the MCM options for Sprint in PN are in PN Extra Options. I have mine set at 20 AP drain. Make it too low and it reduces the need for higher Agility to maintain longer Sprinting, as well as associated Perks and Cyberware (if used). But I've found Sprint can be abused by "sprint-stepping" anyway: Toggling it on/off rapidly will increase your speed by by an average of around 75% of Sprint's top speed while letting you regenerate AP to keep Sprinting. Just make sure you turn off 'Sticky Keys' in Windows if you have Sprint set to the default of the Shift key!
