DayZ
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InediaMovement
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Type: Mod
Mod Type: Character, Mechanics
File Size
Posted
Updated
316.731 KB
May 18 @ 2:07pm
Jun 8 @ 3:16am
9 Change Notes ( view )

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InediaMovement

Description
This modification introduces into the game realistic effects of various factors (such as the character's load weight, terrain slope, surface type, collisions with bushes) on the character's movement speed.

The modification is a part of the InediaStamina modification but has been separated into its own modification since some players might not appreciate the ultra-realistic mechanics of "InediaStamina" but do like this particular mechanic. Therefore, if you are using "InediaStamina", you do not need to install this modification as it is already included there. If you connect both of these modifications together, "InediaMovement" will be completely ignored.

📚 InediaMovement Wiki[github.com]
FAQ[github.com]
💬 Telegram group[t.me]
💬 Discord[discord.gg]

The goal of this modification is to inject a bit more realism and immersion into these aspects of the game. It aims to eliminate situations where players with a load weight of 30+ kg sprint uphill through the forest at a speed of 25 km/h, or simply jog comfortably with a weight of 50+ kg. Naturally, such occurrences are unrealistic in real life.

List of factors influencing character movement speed:
* Character load weight;
* Slope of terrain;
* Type of surface (road, grass, forest, etc.);
* Character footwear;
* Character collisions with bushes;

If the default settings seem too hardcore, this mod has a parameter CumulativeSpeedReductionIsActive[github.com], which, when disabled, will stop speed debuffs from stacking and will instead just select the maximum debuff. This significantly reduces the impact on speed for a more casual experience, though at the expense of realism.

This modification is fully compatible with the Syberia Project modification and includes settings[github.com] for the influence of the Syberia "Strength" skill on the movement speed restrictions of this mod.

About compatibility with other mods

Description in steam has limitations, so a very detailed description of the mod can be found on wiki page in github:
InediaMovement Wiki[github.com]

🛠️ Configuration file
Detailed information about the configuration file can be found here[github.com].

📢 Suggestions and bug reports
You can do it here[github.com].

🎁 Support the author
You can do it here[github.com].

My other DayZ Standalone mods
InediaInfectedAI
InediaStamina

You can use this mod on your server, but repack and re-uploading is not allowed.

Copyright johnkind. This item is not authorized for posting on Steam, except under the Steam account johnkind.

Tags: realistic character speed velocity mechanics slope surface load weight footwear bush restrictions
Popular Discussions View All (1)
0
May 18 @ 2:08pm
PINNED: About compatibility with other mods
johnkind
20 Comments
johnkind  [author] Jun 1 @ 2:46am 
@Foofah
That makes sense and will be added in the next update.
johnkind  [author] Jun 1 @ 2:45am 
@Apocryphox
What debuffs does this status apply?
If it applies a movement slowing debuff over time, where the more weight, the faster it happens, then "InediaStamina" does roughly the same thing and it is unclear why this status is needed.
Moreover, I don't really want to add injury mechanics to the movement mod.
I think this mechanic would be better suited for a injury mod, just like the mechanic that causes damage to the character when running through bushes.
I was planning to release such a mod, but everything is on hold for now.
Foofah May 31 @ 9:30am 
looks great, would it be possible if the character has reached maximum weight and can't move to lock him in a crouched position as the weight will push the character down?
Apocryphox May 28 @ 5:47am 
I would love to see a similar feature like in Project Zomboid. When you run along with too much stuff for too long, you get pain in the back. With a similar icon like in the InfectedAI mod from you.
Lakevu May 27 @ 6:37pm 
@johnkind

the only proof i have to give you about how important it is to have some sort of weight or movement impedance to natural head cam is this. move your head from left to right and back again and you will FEEL the weight of your head while moving. it is not as quick and instantaneous as it is ingame. this "feeling" that you have while whipping your head around in real life is EXTREMELY important to inducing the feeling of actually being in the game as if it WERE real. which i think if added along with input delays on movement inputs would be a MAJOR stride to improving the game entirely.
johnkind  [author] May 27 @ 2:51pm 
@Lakevu
>> also. any thoughts on the other idea i had about adding a button press delay on movements that are opposite to eachother like when "jiggle" peaking? or pressing (left, right, left, right)? if at all possible

I think it's a good idea to introduce inertia upon stopping, depending on the character's speed - it would take more time for them to come to a complete stop and start moving in another direction. This would significantly slow down quick and unrealistic jerks of characters trying to reduce their chances of getting hit by bullets.

I believe this is quite achievable, as there is already some small inertia upon stopping, it just needs to be increased. However, unfortunately, I don't have time to look into it right now. After tomorrow's updates, I plan to take a break from mods for a while.
johnkind  [author] May 27 @ 2:49pm 
@Lakevu
>> even in mods like legacygunplay and sgunplay. they do add a sort of inertia when the gun is raised. BUT. only when the gun is raised. where when you put the gun down it goes back to being completely flimsical and willynilly feeling again.

Well, it makes sense because the weapon is heavy, and due to its weight, there's inertia. When the weapon is lowered, only the head turns, followed by the rest of the body. I'm not sure if there's a need to introduce any limitations for regular head turns, as they happen quite quickly in real life.
Lakevu May 27 @ 1:52pm 
@johnkind (part 2)

arma 2 had a solution to this a long time ago. not a very elegant one but there was a mouse "deceleration" effect that when you whipped your mouse around it forced it to slow down.

also. any thoughts on the other idea i had about adding a button press delay on movements that are opposite to eachother like when "jiggle" peaking? or pressing (left, right, left, right)? if at all possible
Lakevu May 27 @ 1:51pm 
@johnkind

i really hate these comment sections in the workshop as they dont very well handle the activity of a "discussion" very well where i almost missed your last comment if i didnt check it by hand.

but anyways. while yes this is true that the body does not immediately turn with the camera it really doesnt matter because the "camera" is really the only thing that matters. where you can whip your head around as fast as you like with no impedance because there is simply no speed limiter on this movement. which is why i was curious if this is a possibility because it is one of the biggest "dumbness" in the game.

even in mods like legacygunplay and sgunplay. they do add a sort of inertia when the gun is raised. BUT. only when the gun is raised. where when you put the gun down it goes back to being completely flimsical and willynilly feeling again.
johnkind  [author] May 27 @ 8:37am 
@Lakevu
In the vanilla game, there is already torso inertia when turning. You can quickly turn the camera, but the character's body always turns with a slight delay, which is quite noticeable in third-person view.
If you are talking about a character in aiming mode, there is a modification sGunplay . It handles these aspects very well, depending on the weight of the weapon, inventory weight, injury, and many other factors, and it also introduces inertia when the character starts moving, meaning you can't suddenly start sprinting, the character first accelerates to the desired speed.