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I created a party with big changes to height of characters. My half orc looks almost like a halfling, the dwarf looks like a massive giant, the half elf looks like a giraffe, the human warrior is tiny, more.

I did it to try influence space occupied by characters, bigger blocks more the enemies by using more space, but also this can generate problems to go through thin paths., so bigger is also less mobile At end I felt this aspect isn't changed at all by character height at creation.

Also, I didn't notice obvious changes on speed in character sheet.

But there's a huge change on walking speed so out of combats, smaller is a lot slower, bigger/taller is quite faster.

Any comment on characters height at creation?
The p&p rules don't care about char hight, weight and sex. Movement speed is determined by race.

It'd be strange if ToEE handles this differently
Yes, to be precise the model scale affects distance per second.

https://github.com/GrognardsFromHell/TemplePlus/blob/36ce8f30629625d0bfbaf90b5e65e35fc31f6cc6/Infrastructure/src/aas/aas_anim_player.cpp#L55
Mmm. I don't play TemplePlus (failed make it work with wine). Is this vanilla source unchanged?

Ok probably it's just I didn't quoted in vanilla.

I also thought my Halfling could use one hand a Wakisashi because he was a giant (max size). But firstly he shouldn't be able use it at all as a Thief, so something specific to the mod. Secondly it's probably same size than short sword.

So no effect but on walk/run speed because of animations.
Yes, in this case the code is the same as vanilla. I did add a setting that overrides this value elsewhere to equalize move speed for Temple+.

But other than this the effects of height are just cosmetic. Well, it does also go hand in hand with self weight, but that doesn't affect anything gameplay-wise.
There's a side effect on gameplay, it's not just cosmetic.

Party move to A, close to A enemies ambush or just seen and combat start, small characters are quite behind even when they have a much faster speed.

Move by smaller steps to avoid the problem is still a non cosmetic effect on gameplay. It's good if TemplePlus fix it, I'd whish be able run it with wine.
That's why I qualified with "other than this". The point being that there aren't other effects.

BTW, you can change the run speed via console, using the obj_set_int method. That way you can manually compensate for the model scale and get the same velocity across the party. I think the field name was obj_f_running_speed, you can look it up at co8.

Note that under the hood it's actually a float point value, so you'll have to convert to to/from int representation (e.g. 1.0 = 0×3800... or whatever it was)
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Senestoj: There's a side effect on gameplay, it's not just cosmetic.

Party move to A, close to A enemies ambush or just seen and combat start, small characters are quite behind even when they have a much faster speed.

Move by smaller steps to avoid the problem is still a non cosmetic effect on gameplay. It's good if TemplePlus fix it, I'd whish be able run it with wine.
still wishing you could run T+ in wine? it runs these days with a bit of persuation.