Oblivion:Movement Formulas

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For the technically-oriented who want the full formulae, please see the TES CS Wiki.

Throughout this page, references will be made to various in-game variables. These variables can be modified in the Oblivion.ini file, though they're not normally found there. Variables will be listed at the beginning of each subsection, along with their default values. After that, default values will generally be assumed. Also note that the formulae follow the standard Order of Operations rules, so multiplication and division are always calculated before addition and subtraction.

Contents

[edit] Simplified Walking Speed

The basic walking speed formula is a fairly simple linear increase, based on your Speed attribute. This is then modified based on several factors, such as your race, gender, encumberance, and whether or not you're in combat.

[edit] Base Walking Speed

Variables:

  • fMoveCharWalkMin (Default: 90)
  • fMoveCharWalkMax (Default: 130)

In its simplest form, your movement speed is your Speed attribute, taken as a percent, on a scale of 90 - 130. So a Speed of 0 would produce a movement rate of 90, and a Speed of 100 would produce a movement rate of 130. Speeds above 100 will continue upwards linearly. Specifically, the formula is:

Character WalkSpeed = fMoveCharWalkMin + (fMoveCharWalkMax - fMoveCharWalkMin) * Speed / 100

A creature's movement speed is based on the same formula, but with different variables.[verification needed -- This was implied by the previous version of the page, but not explicitly stated.]

Variables:

  • fMoveCreatureWalkMin (Default: 5)
  • fMoveCreatureWalkMax (Default: 300)
Creature WalkSpeed = fMoveCreatureWalkMin + (fMoveCreatureWalkMax - fMoveCreatureWalkMin) * Speed / 100

After the base movement rate has been calculated, it is then altered by various modifiers. The base walking speed is multiplied by each modifier. A modifier of 1, therefore, means there's no change to the base speed for that modifier. For clarity, the formula then becomes:

MoveSpeed = WalkSpeed * SneakModifier * RunModifier * HeightScale * EncumberanceModifier * WeaponMultiplier

[edit] Sneak Modifier

Variables:

  • fMoveSneakMult (Default: 0.6)

Sneaking is a straight-forward modifier, reducing your movement speed to 60% of normal. So:

SneakModifier = fMoveSneakMult

[edit] Run Modifier

Variables:

  • fMoveRunMult (Default: 3)
  • fMoveRunAthleticsMult (Default: 1)

By default, your run speed is 3 times your base speed. Each point of Athletics adds 0.01 to that, for an effective running speed of up to 4 times your base speed. Altering fMoveRunAthleticsMult will cause your Athletics to be more or less effective, as appropriate. The specific formula is:

RunModifier = fMoveRunMult + fMoveRunAthleticsMult * Athletics / 100

[edit] Height Modifier

The Height Modifier is based on your gender and race. The Races page lists the modifier for each.

[edit] Encumbrance Modifier

Variables:

  • fMoveWeightMin (Default 0)
  • fMoveWeightMax (Default 150)
  • fMoveEncumEffect (Default 0.4)
  • fMoveEncumEffectNoWea (Default 0.3)

The EncumbranceMultiplier formula has been determined by experimenting with changing settings and seems to be very accurate, but there are some small deviations that suggest some minor extra influences are missing. The full formula, as has been determined to this point is:[verification needed -- Clearly actual maximum weight must come into this calculation somewhere; Feather effects have a clear effect on current speed.]

EncumbranceMultiplier = 1 - EncumEffectMultiplier * (fMoveWeightMin + WornWeight) / (fMoveWeightMax - fMoveWeightMin)

By default, however, fMoveWeightMin is 0.0 which makes the formula significantly simpler:

EncumbranceMultiplier = 1 - EncumEffectMultiplier * WornWeight / fMoveWeightMax

EncumEffectMultiplier can be determined by the following table:

Mode EncumEffectMultiplier
Combat
(weapon drawn)
fMoveEncumEffect
Non-Combat
(weapon sheathed)
fMoveEncumEffectNoWea

WornWeight is the sum of equipped weapons/armor, possibly modified by skill levels and Perks from Expert/Master skills (see perks, below). Exactly what contributes to WornWeight is uncertain. Equipped arrows do not count, but armor, shields and weapons do.

Perk variables: (Precise effect on formula to be determined. See talk page.)

  • fPerkHeavyArmorExpertSpeedMult (Default 0.5)
  • fPerkHeavyArmorMasterSpeedMult (Default 0.0)
  • fPerkHeavyArmorSinkGravityMult (Default 15.0)
  • fPerkLightArmorExpertSpeedMult (Default 0.0)

[edit] Weapon Modifier

Variables:

  • fMoveNoWeaponMult (Default 1.1)

WeaponMultiplier can be determined by the following table:

Mode EncumEffectMultiplier
Combat
(weapon drawn)
1.0
Non-Combat
(weapon sheathed)
fMoveNoWeaponMult

In other words, by default, you move 10% faster when your weapon is sheathed.

[edit] Other Movement Modes

The exact formulae and how these variables is unknown at this time. For the sake of convenience for future editors, they are listed here.

[edit] Swimming

Variables:

  • fMoveSwimRunAthleticsMult (Default 0.1)
  • fMoveSwimRunBase (Default 0.5)
  • fMoveSwimWalkAthleticsMult (Default 0.02)
  • fMoveSwimWalkBase (Default 0.5)
  • fSubmergedMaxSpeed (Default 2.0)

[edit] Flying

  • fMoveMaxFlySpeed (Default 300.0)
  • fMoveMinFlySpeed (Default 5.0)

[edit] Other Mysteries

  • fArmorWeightLightMaxMod (Default 0.6)
  • fFatigueBase (Default 1.0)
  • fFatigueMult (Default 0.5)
  • fActorLuckSkillMult (Default 0.4)
  • fActorStrengthEncumberanceMult (Default 5.0)

[edit] Notes

  • Fatigue and encumbrance do not appear to have any affect on movement speed. The EncumbranceMultiplier is only affected by worn armor and carried weapons, and Strength does not help compensate in any way for equipped heavy armor and weapons.
  • There doesn't seem to be a way to easily introduce fatigue and/or encumbrance based movement penalties by just tweaking game settings values. This means that it is not possible to have NPC and creatures "slow down when puffed or burdened" without adding scripting to every single NPC/creature. This makes Burden-based poisons pretty much useless unless they are strong enough to overburden and pin them down. Anything less than 100% encumbrance doesn't slow them down at all, but the final straw that overburdens them suddenly pins them to the spot. Draining Fatigue does help reduce the damage they deal, but it doesn't slow them down when they are chasing you.

[edit] See Also

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