weirdly enough. This mod works perfectly (so far) on my Anniversary Edition copy of the game, discovered it by accidently downloading this and playing the game.
I like immersion, so I dont use Fast travel, but waht also annoys me is fact that constant running ( not sprint ) also should be "taxed" by stamina. Skyrim with proper amount of texture pack ( flora and terrain ) can really make Skyrim so beautiful. And using fast travel would be a crime.
But... Walking speed is so slow. Now, with this mod I dont need anymore use console command for faster walking - which also afect my running :( Now this mod make me really happy. And having McM just asking self for installing ;) Thanks m8 for sharing this mod
Edit: It looks like not working. There is a difference between Indoor Walking and the rest. But even when I switch from 40 to 99 in McM walking, the walking speed is the same
This was working perfectly, but now I can't get it to work on horseback. It's telling me about the speedmult when I haven't changed anything in-game. I tried re-installing and it didn't fix anything. What can I do for it?
Late for a reply but I've just fixed it with a reinstall but I did a couple of things you might not have, so here's what I did.
Note that as a preliminary you might want to save your load order and at 3. below, reload that order:
1. don't just reinstall the mod in your mod manager: delete the mod and redownload. 2. load your last save and save as new so it's a save without the mod. 3. install the mod (and reload your saved load order if you did that preliminary step) 4. load the latest save and you should get messages indicating a "new" install. 5. Save your fixed game
Basically the same thing you have to do if you have Predator Vision mod ( https://www.nexusmods.com/skyrim/mods/22274 ) and it doesn't work correctly on a new game.
Really cool mod but I don't like the way it does the speedmult. I got mods that changes speedmult like Requiem.
One reason I like this mod is that it allows me to reset my walkspeed to a slower version but there is no way to change it back to what it was before. You could just get rid of the Run Multiplier, imo. So it can toggle to Walk Speed and return to Normal.
Great mod-I am wondering if I will mess anything up if I try to remove the Incombat script-I want to keep walking even when hit as an experiment. Any advice? Thanks for an useful and immersive fun mod.
hmm I haven't modded this game in a while so I might have forgotten some stuff but it is possible to edit the script to do it...im not sure if you can just remove a script but you can try to and see what happens but I am pretty sure it will cause a problem. I think I would need to edit the script
Check the optional files I just edited the script for you and uploaded... replace the script in the mod with that one
Thanks again-it didn't seem to work as intended. Would you mind sharing the source for the edit you made? Maybe I can figure it out or probably just break it completely.
Hi Cheyron, hope you are well, trying to get this idea working again. The new script you supplied still has the PC revert to running on hit-I wonder if there is a fix I can't find anything in the script that should restore speed.
well been a while since i looked at this stuff but you caught me at a good time since i am playing skyrim right now and why i noticed this post. Let me just say I checked the code in WalkToggleScript.psc and iirc the only code i am using that causes the player to stop walking when he is hit by a weapon is this...
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If IsWalking.GetValue() as Bool && akSource as Weapon RestoreSpeed() EndIf EndEvent
as far as i can remember if you delete that event function from the script, then recompile it, then running speed will no longer be restored when damaged. This game is always acting weird but in theory what I said is how it should work but maybe i am missing something.
Right that should work! Sorry for late response and thanks for your help. Never did get it to work there must be some other thing causing the RestoreSpeed function to trigger I can't figure it out.
oh i think it is triggering when combat starts and not just getting hit i just remembered because i played recently. So i think there is one more part you need to edit..
Scriptname WalkToggleInCombat extends ReferenceAlias Actor Property PlayerRef Auto WalkToggleScript Property ToggleScript Auto Bool running Function Start() Return ;NOW THIS FUNCTION WILL JUST ABORT AND NEVER START THE COMBAT MONITORING If !running RegisterForUpdate(0.1) running = True EndIf EndFunction Function Stop() If running UnregisterForUpdate() running = False EndIf EndFunction Event OnUpdate() If PlayerRef.IsInCombat() UnregisterForUpdate() running = False If PlayerRef.IsOnMount() ToggleScript.HorseRestoreSpeed() Else ToggleScript.RestoreSpeed() EndIf EndIf EndEvent
open that script WalkToggleInCombat.psc and add 'Return' to that Start function... basically when the mod tries to start the in combat code, the Return will just abort... look above. Make sure to recompile the script before testing ;)
i might do it one of these days... i recently installed sse and have been trying to mod it but i have noticed many mods i use for oldrim are not available on sse so i am actually playing more oldrim than sse... but i may switch when i want to try some mods that i know are only available on sse and at that point yeah i will try to make it work. I actually tried to load my mod on sse and i noticed the MCM menu was not showing up but i think the functionality still worked. I might have to check again. And I will have to lookup how load a MCM menu in SSE since I have never modded for SSE. I might do it and if I do I will upload a version for sse on nexus sse.
this is great the mcm menu it's awesome. thank you for this!
just one question why are healing rates configurations on the mcm menu? i mean it doesn't have anything to do with the porpouse of the mod, and it adds the potential to cheat, it just doesn't fit in with the rest of the options..
cause I did not want to load another esp and I needed it, I didn't want to maintain two separate version of the mod where I have my functions and then a nexus mods version which was cleaner so you get the healrate edting ability as a consequnce
I have been wanting something like this for some time. I am curious as to the difficulty of changing the activation trigger from the the RB to LB(sprint) button? I saw on chinagreenelvis's mod, that there were lots of folks asking the same thing. Is it because you can unequip the RB, but not the sprint function on the LB? Downloading anyway. Thanks! :-)
I was planning to update the mod one more time to add input options into the mcm... i will make a version later today that does that. I can compile a version for you with the sprint button instead of the Shout button also in the meantime. I will add it to optional files once I get to my skyrim computer
If you wanted to look into compiling a papyrus script then it is easy to edit the script and recompile but if not just hit the track button on the mod so you get notified when i upload additional files.
The Sprint button version won't activate for me. The MCM works, but the Dragonborn just does a little frog hop. I'll revert to the original version for now. What about toggling off the walk when weapons are drawn? I fought a group of Orc bandits.... very slowly. Granted, my feeble multi-tasking skills are to blame for that. Hahahaha
Oh ok, I never tested the sprint version, I just changed key code 275 (RB) for keycode 274 (LB) and just recompiled the script. This script is calculating your current speedmult against the walk speed mult and the difference has to be greater than 1 to trigger... I wonder what Sprinting is doing behind the scenes that could cause this conflict. I thought it would work but I will test it and see if I can offer a fix. I might be able to debug what is happening. It might just be a conflict with the way sprinting is handled by the game and the way this script determines if it should set your walk speed or not. Also I like your suggestion about disabling during combat... I know there is a way to capture the moment you go into combat so I should be able to add that in the next update. That has happened to me a bunch and I hate that too! Another good idea. Keep em coming and I will add it if possible. No too crazy ideas though haha.
Thanks, I just was testing the new version and I was able to change my button to sprint for toggling walk (added in MCM now, releasing soon) and it did work to toggle the walk... sprinting should not affect it then. I wonder why it didn't work for you. I will test 1.1 too because I am curious.
I messed up on the sprint version... I did not update they keypress detection to check for LB... my bad... removing that file... look for v1.2 soon and you will be able to use Sprint in that version... sorry about that!
haha yeah skyrim has enough perv mods, I have yet to beat this game so im still trying to make it enjoyable with stuff like this, QOL improvements ;) it has been very relaxing to play now... this game is like stress relief for me and I love to walk around and do this kind of stuff... im a guy too so I like my pervy mods but only to try it out have a laugh then I go back to being serious trying to advance my character... I like to play this game as lore friendly as possible with realism mods, anything that increases difficulty and slows progression
Well, I have been using v1.3 for a couple weeks now, and I love it man! I ended up mapping the activation toggle to the "A" button and found it was much more comfortable for me. I will never play Skyrim again without it. I use it that much. I like to play in 3rd person mostly and the nice slow pace facilitates watching my cute followers ass wiggle. Hahahaha +1 on the quality of life mod. Thanks bro!
59 comments
But... Walking speed is so slow. Now, with this mod I dont need anymore use console command for faster walking - which also afect my running :(
Now this mod make me really happy. And having McM just asking self for installing ;)
Thanks m8 for sharing this mod
Edit:
It looks like not working. There is a difference between Indoor Walking and the rest. But even when I switch from 40 to 99 in McM walking, the walking speed is the same
Note that as a preliminary you might want to save your load order and at 3. below, reload that order:
1. don't just reinstall the mod in your mod manager: delete the mod and redownload.
2. load your last save and save as new so it's a save without the mod.
3. install the mod (and reload your saved load order if you did that preliminary step)
4. load the latest save and you should get messages indicating a "new" install.
5. Save your fixed game
Basically the same thing you have to do if you have Predator Vision mod ( https://www.nexusmods.com/skyrim/mods/22274 ) and it doesn't work correctly on a new game.
One reason I like this mod is that it allows me to reset my walkspeed to a slower version but there is no way to change it back to what it was before. You could just get rid of the Run Multiplier, imo. So it can toggle to Walk Speed and return to Normal.
Check the optional files I just edited the script for you and uploaded... replace the script in the mod with that one
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
If IsWalking.GetValue() as Bool && akSource as Weapon
RestoreSpeed()
EndIf
EndEvent
as far as i can remember if you delete that event function from the script, then recompile it, then running speed will no longer be restored when damaged. This game is always acting weird but in theory what I said is how it should work but maybe i am missing something.
Scriptname WalkToggleInCombat extends ReferenceAlias
Actor Property PlayerRef Auto
WalkToggleScript Property ToggleScript Auto
Bool running
Function Start()
Return ;NOW THIS FUNCTION WILL JUST ABORT AND NEVER START THE COMBAT MONITORING
If !running
RegisterForUpdate(0.1)
running = True
EndIf
EndFunction
Function Stop()
If running
UnregisterForUpdate()
running = False
EndIf
EndFunction
Event OnUpdate()
If PlayerRef.IsInCombat()
UnregisterForUpdate()
running = False
If PlayerRef.IsOnMount()
ToggleScript.HorseRestoreSpeed()
Else
ToggleScript.RestoreSpeed()
EndIf
EndIf
EndEvent
open that script WalkToggleInCombat.psc and add 'Return' to that Start function... basically when the mod tries to start the in combat code, the Return will just abort... look above. Make sure to recompile the script before testing ;)
just one question why are healing rates configurations on the mcm menu?
i mean it doesn't have anything to do with the porpouse of the mod, and it adds the potential to cheat, it just doesn't fit in with the rest of the options..
Downloading anyway.
Thanks!
:-)
If you wanted to look into compiling a papyrus script then it is easy to edit the script and recompile but if not just hit the track button on the mod so you get notified when i upload additional files.
edit: Just added the sprint version
I used it a little bit this morning and I'm digging it. The speed adjustment is a great feature.
Thanks!
I'll revert to the original version for now. What about toggling off the walk when weapons are drawn? I fought a group of Orc bandits.... very slowly. Granted, my feeble multi-tasking skills are to blame for that. Hahahaha
Thanks for making something other than a big breasted milk cow mod...
I ended up mapping the activation toggle to the "A" button and found it was much more comfortable for me. I will never play Skyrim again without it. I use it that much. I like to play in 3rd person mostly and the nice slow pace facilitates watching my cute followers ass wiggle. Hahahaha
+1 on the quality of life mod.
Thanks bro!