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KraGeRzR

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KraGeRzR

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  1. Nexak
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    I really, really, really, really like how this looks. But with my pile of mods, enboost, skse, HDT Havoc, tbbp, athletics, FNIS and skeleton shenanigans I'm wary of giving it a go.
    1. KraGeRzR
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      The mod won't cause game-breaking conflicts with any mod. All you might notice is that if a mod includes a running speed buff of any kind, it won't take effect on your character.
  2. ccjuju
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    This has quickly become one of my favorite mods, and I'm interested to see how it progresses. It's noticeably jarring when I'm not using it and my character goes back to the default stuttering instant start/stop movement. I've been musing over a possible alternate behavior though, and I wonder if this might an interesting variation:

    When the player begins moving outside of combat, his movement speed is capped to a reasonable 'walking' speed limit. The sprint key behavior is then modified so that instead of acting as a toggle between sprinting and running/walking while held, it acts as an "uncapper" that allows the player to continue gradually accelerating past walking speeds, through running and all the way up to sprinting while it's held, with the change that releasing it does not cause the player to decelerate; you simply hold down the key until you reach the desired speed, then you can let go and remain at that speed until you stop moving. Might be an interesting way to give the player access to a variety of different movement speeds without needing to toggle walk/run all the time.
    1. KraGeRzR
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      I could do that, but it might make the mod worse. I'll explain:

      Sprinting ingame requires pressing the key you have bound to shift. That causes your character to almost instantly break into a sprint, and Script Dragon can't affect that. Too slow, it looks unnatural. Changing sprint to the model you mention means replacing the game's sprinting entirely. You would rebind the sprint key to one you never use, and then the script would calculate the speed for you dynamically. But there's a problem - the game has special animations, effects, and sounds for sprinting, that you'll now never see since those things were bound to the Sprint key.

      This was something I struggled with early on. The mod was originally meant to replace both running and sprinting entirely with walking, just modified. But then I discovered that walking, running, and sprinting all used different assets for sound. Sound was the main issue - the FOV, motion blur, etc, those things could probably be just added in by my script, but not sound.

      So yeah, I have to make use of the game's sprinting as much as possible. It's far easier to code, and it's better supported ingame.

      It's not hopeless, though. I'm investigating the next version of this mod as an SKSE plugin. Since SKSE has much more powerful tools, I could end up with the power to completely alter the game's movement systems rather than just tweaking one of it's settings. I could also implement controller support. It's difficult though, and I'm not competent enough yet with C++. The next update could be months away, or I might never actually accomplish it in a reasonable timeframe. I'll keep an eye on it in the meanwhile, however, and I might release a small update for the mod that includes some fixes and perhaps a key that you can press to match NPC walking speed since that was a requested feature.
  3. Notomasa
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    Those who cannot move after uninstalling the mod, can be fixed by:

    1) With the mod still installed, remove all armor
    2) Sprint
    3) Save your game while sprinting
    4) Remove mod
    5) Load your save game
    1. KraGeRzR
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      I saw that comment on the YT video but I couldn't reply. I updated the Uninstall instructions in the description with a fix.

      Type player.forceav speedmult 100 into the console, and then open/close your inventory or unsheathe your weapon for it to take effect.

      Apologies for the issue, guys, I didn't test uninstallation properly.

      The next update will make the mod clean up after itself properly so that it can be removed by simply deleting the files.
  4. joshep1986
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    I have one problem with the 1.1 update when im sprinting y get the normal run speed in few second...why?? can you look that please?? thanks nice work!!!

    PD: i use ALT key for sprint i dont know if this is relevant!!!
    1. KraGeRzR
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      Did you change the motion.ini settings in [main], key_sprint to the Alt key code?

      The key you're using for Sprint in game needs to match the key set in motion.ini included with this mod.

      key_sprint= 0x12 is the setting to change the Sprint key to Alt for this mod to work properly with your button config.
  5. joshep1986
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    Very nice mod good work!!! MCM options can be implement anf fix the sneak auto move bug is need and one more thing, its incompatible with puonce and dash mod with alt sprint key the player recover the default sprint speed in few second can you lokk this??? than for yor work is very fine!!! and sorry for my english im spanish!!!!
    1. Rinera
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      MCM options require the mod to actually use SKSE instead of Script Dragon, as far as I know.
    2. joshep1986
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      Oh is true sorry!!! thanks for reply Rinera!!!
  6. Rinera
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    I'm going to try this at some point as it seems very interesting, but I do have a question:

    Why Script Dragon? I mean... what was the limitation in SKSE that made you simply say "screw it" and went for this? I am not a modder myself, just kind of curious to know the reason since even other fairly popular mods like TK Dodge or Dual Wield Parrying went towards SKSE from SD and they are working well.

    EDIT: It felt AWAY too slow, but I could get used to it after a while. In general, though, it's quite lovely. Hope you can get extra stuff done at some point like figuring out how to make a "decreasing speed" stop.
    1. KraGeRzR
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      To my knowledge no other mod with SKSE can achieve what I have in quite the same way - dynamic change in the SpeedMult actor value over time. Script Dragon works very differently to SKSE, it's more like it's own program rather than an extension of Papyrus.

      Everything in the Skyrim engine is set and forget. Since SKSE is an extension of the Skyrim engine, that's how SKSE works as well. Set and forget doesn't work in my case, because acceleration is change in velocity over time. The over time bit is especially important.

      I overcame the problem by setting the Script Dragon script to run on a loop at variable times, incrementing the SpeedMult value from 1-x each time you begin moving. I'm quite sure that capability is not a part of SKSE or Papyrus.
    2. asc_kel
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      KraGeRzR, everything that SD is capable of, is for all intents and purposes capable in SKSE because it's not just an extension of Papyrus itself, but an enhancement to the game engine as a whole. If you take the time to learn how robust the system actually is, then you'd realize that taking the quicker route of using SD isn't always the best choice. SD is nice, and it's highly compatible with many mod configs and mods themselves, but SKSE has more potential and capability than SD will ever have. Simple Papyrus scripts can accomplish more than you obviously realize, as well. You should take some time to look into some tutorials for future mods, even if you don't plan on carrying this over to SKSE. I personally use both SD and SKSE, and have never had any problems with them running together. I've never had any problems with any SE system since I started using them for Oblivion.

      Also, not all of Skyrim's engine is set and forget. Scripts run all the time to update frequently, some every 5 seconds all the way to every 5 hours. If you know what you're doing in scripting, you can easily make a script that increments a global over time, then back down, without using a messy looping procedure to accomplish it. A bit of advice from a programmer, no language has safe looping procedures that don't burn up memory unnecessarily while running. They ALL eat resources over time, and using them extensively is a horrible way to design anything. I know that SD can seem to run fine but I guarantee that after a lengthy run, if you pay attention to the resources and memory usage Skryim is currently using while running a looping method so much, that the increase will be quite significant compared to it not being used. The game already puts enough strain on hardware when it shouldn't.
    3. KraGeRzR
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      @asc_kel, I looked into SKSE a little more today and I found that SKSE scripts might not be as powerful as I need, but SKSE plugins definitely are, although the entire thing looks like gibberish to me.

      I'm not a C++ programmer, normally I do web stuff and this is the first time I've ventured outside of that. I have heard things about resource management and avoiding chewing up memory, but really I don't understand much about it and I decided to just make do with whatever tools I had.

      I'm interesting in making an SKSE plugin to achieve a similar result without the memory issues caused by looping, but I don't know how, at all. I've briefly glanced over a few of ShadeMe's projects https://github.com/shadeMe/, but it's completely foreign to me even though I've written 200 lines of C++ already.
    4. KraGeRzR
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      Thanks for the encouragement and tips.
    5. asc_kel
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      Feel free to message me if you need to bounce ideas off of someone, need a hand testing anything, or just need some more encouragement. My PM box is always open to fellow modders who need someone to talk to.
  7. HerrValkyr
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    Without compatibility with such other popular, and extensively used mods like Requiem and Frostfall, this Project will not receive the attention / recognition it deserves ... I really like the 'Immersive' intent of it up front, and it seems like something I would definitely use ... but, I'm not about to uninstall neither Frostfall nor Requiem in order to use it ...

    In my honest opinion ... a compatibility re-write might be in order ...

    Just my two septims worth ...

    DKZ
    FFF
    1. KraGeRzR
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      Why do you assume that it's incompatible with Frostfall and Requiem? I repeated several times that incompatibilities will not occur, but the aspects of any mod which alters player movement speed will simply be overridden.

      Without conflict.
  8. Deathneko11
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    I use an overhaul mod Requiem and it modifies speed related statistics, including a Mass system that has weight calculations for various things including sprinting in heavy armor allowing a knockdown of npcs you run into.

    At first I was having an issue where I almost could not move at all. But, for some reason when I unequip my armor and re-equip it the mod seems to be working fine.

    As the description has stated though, I've lost some things that requiem added. one thing that requiem does is raise your movement speed incrementally when you level up your stamina. Is there any way to workaround this so that both this mod and the requiem features would work?
    1. KraGeRzR
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      Unfortunately, no. And building a version compatible with Requiem would mean adding a giant new feature to the mod which would constitute an almost complete rewrite.

      I wanted to support the walking stick speed modifier from Frostfall, but I decided against that since a 10% increase in movespeed is basically imperceptible, and making the change visible and apparent would mean exaggeration, and this mod is primarily about subtlety, so I decided against it.

      I'm not sure why you couldn't move at the beginning... I'll look into it. Does the issue occur each time you load a game and try to walk?
    2. Deathneko11
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      Don't know if it occurs each time I load a game. could be a one time thing but definitely reproducible as I tried loading several different games with it. Will test now.
    3. Deathneko11
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      Not a 1 time thing. I loaded my save, and equipping a piece of gear fixes it. I then played around a bit and saved. So long as you are in game you can reload or die and reload and the problem is not there, but if you quit the game to desktop and then launch skyrim and load, the problem is back. changing gear once again fixes the problem.

      on the matter of speeds, would it be possible at all to make optional versions for 50% speed, X2 speed, X4 speed, etc? I think that would help a bit as far as suiting to various tastes and me personally, with a slightly faster version I won't mind losing some of the mass related features from requiem.
    4. KraGeRzR
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      I think that's a good idea. I'll put up a few optional versions tomorrow. Check back then!
    5. Deathneko11
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      awesome.

      I'm liking what i've seen so far and I'm crossing my fingers and hoping that the impact this has on requiem is not too big. If that's the case then this will be a permanent keeper for me I think.

      Heck, now that I finally have script dragon installed I might even give a couple other mods a go at this point.

      Endorsed.
    6. madpaddy
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      I think the slow speed on load is a Requiem problem I use skytweak which lets you change most game values and gave my toon a little speed increase with it,after I have the same problem as you.You should find that jumping or sneaking when you have loaded will make you speed back up without having to swap armour mate.But you do need to do this every time you restart the game as you have found.
    7. deane9850
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      My favourite SD mod is that easy dual casting.. that mod alone made SD a permanent keeper in my skyrim. If this doesnt conflict with Requiem's mass effect .. this will also be an additional perm addition.
  9. Yungboy21ent
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    Doesn't seem to work with gamepad or xbox controller.
    1. KraGeRzR
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      That's unfortunate. I can't test this, since I don't own a controller, but I'm guessing that it uses different key codes, and thus won't be compatible.
    2. Agnusthemagi
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      Probably must change the biddings on the ini file to controller keys, specially the walk keys. I will give configurations a try and see what I can get out of it.
    3. Mookeylama
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      yeah give it a try please. i'll use it if it can be made to work w/ 360 controller
  10. Notomasa
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    Also, isn't the sprint key ALT by default and walk key being SHIFT?
    1. KraGeRzR
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      If you mean the defaults in the motion.ini, then you're right, game default is Sprint=Alt and Walk=Shift. I'll fix that note for the next release.