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Myst

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Myst42

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15 comments

  1. neosquall777
    neosquall777
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    So, this fix is not working with Ordinator? Actually I tried it but yeah, it's not working.... BOTH WITH OR WITHOUT Ordinator.
    Any analogs?
  2. deleted150923488
    deleted150923488
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    Damn: If only there was a patch for Ordinator...
  3. DonProtein
    DonProtein
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    Thanks for this!
  4. Cyclolock
    Cyclolock
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    This. Is. Flawless.

    Creating attack speed related perks/spells or whatever has always been a nightmare for me, but with this mod things finally make sense and everything works like you'd think it was supposed to.

    Thank you!
    1. Myst42
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      glad to hear so
    2. kryten397
      kryten397
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      Agreed. Elementel fury and dual flurry perks with dual wielded daggers was ridiculous.It was so fast it was difficult to control and completely overpowered.

      No problems with your script eitther.it works great.A much needed fix-thanks and endorsed.
  5. Myst42
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    Welcome to the sticky. This is where some extra information can be found sometimes.

    FAQ:

    Q: -But what about debuff effects?
    A: -Debuff speed effects are broken in the base game.The base game actually has base speed set to 0, but it counts buffs from 1+, and anything in between 0 and 1, say 0.4, is a debuff.
    So most mods fix this by adding some kind of patch that adds that +1 to make sure their buffs work as intended.
    When you combine some of these mods, the +1's start to pile and you end up with bugs such as the ultra high speed my mod is meant to prevent.
    So trying to consider debuffs is far messier than it should be and it's a can of worms I dont want to open.My advice: stay away from weapon speed debuff effects/mods.
  6. qwertypol012
    qwertypol012
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    Is it possible to make your script to only fire when the player gets their weapon speed modified?
    You script seems to be updating every second, and i'm really afraid about the impact on a heavily modded load order.
    Or, have you thought about using a ReferenceAlias method instead? Is it possible?
    1. Myst42
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      I'll reply to you the same as I said on the SSE version:
      Quote:
      "After thorough research and learning curve with skyrim coding, along with the teachings of people who know more than me, I can honestly say scripts do not affect performance. Only bad scripting does (or event spamming). That and graphical mods, because scripts need frames to be run. This mod has none of those so you shouldn't worry about it.
      Besides, I run my game on a potato too. "

      I have a slow machine and I ran with MO, heavy texture mods, lots of aesthetics, more than 230 plugins minimum for each character profile and not even once has this mod given me any problems. There is no such thing as "a heavy scripted mod" or "script saturation" The game can testedly handle thousands upon thousands of scripts without issues as long as there's no event spam, and this mod doesnt rely on events, so it can't spam.

      Also, self-updating scripts scared me too at first when I began learning, but then I realized I had no idea how many mods do this regularily and people never even notices. There's absolutely no danger in using it, and even if there was, there are far more complex scripts for popular mods out there that do the same, and not one frame was dropped because of it.

      BTW, using ReferenceAlias CAN cause problems, especially if you begin to accumulate lots and lots of calls to it. The best way to make an effect that can be applied to many characters is using ActiveMagicEffect, because the game generates its own instance of the script for each. However, ReferenceAlias is bugged for many reasons, one of them being the fact that multiple instances of it, can get confused and result in oddities that sometimes even defy logic.
    2. qwertypol012
      qwertypol012
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      I'm not really well-versed in most of these, so i can't really say much. Just based on my experience, that is. But don't you think your 1 second update is too much? I mean, the author of Enhanced Blood Textures even added an MCM option to increase the update time, and the folks in the SOT team (Sands of Time) also stated that Enhanced Blood Textures is a kind of mod which takes too much resources that what it actually needs. Correct me if i'm wrong.

      Thanks for the info though, might be useful as an additional consideration for me.

      Edit: I'm going to try this btw. Hopefully i won't get any of those which i feared (had a bad experience with that, it's just inconvenient, so i'm sorry about that).
    3. Myst42
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      Well, I have passsed the last couple of years doing research on "heavy scripted" mods and I'm telling you, there is no such thing as a "heavy scripted" mod. I repeat. Scripts DO NOT AFFECT PERFORMANCE. And certainly not a tiny harmless little script like this mod's.
      If you have script problems it's always, and I mark, ALWAYS, because of either bad coding, event spam or an excess of high res textures. 4K textures CAN and WILL drain your resources, and it has nothing to do with scripting. Scripting may get a slowdown BECAUSE of high res textures but not the other way around. And I'm not saying this because I'm some arrogant douche who thinks he knows everything, I certainly don't, but I'm talking because I have witnessed and tested personally how do those things work.
      And no, 1 second is not too much because it's one second of doing nothing, the script runs, it ends, and then it updates, not before, not in the middle, only AFTER it finished. I'll add that hundreds of mods also use and abuse the 1 second self update mechanic and nothing goes wrong.
      I could bet that right now, you have more than one of those and you didn't even know.
  7. thalesmartins89
    thalesmartins89
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    Compatible with Engarde and Ordinator?
    1. Myst42
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      No idea what Engarde is, but it should be compatible with literally everything.
      This mod doest touch perks or overwrite any records from anything. In fact it was made to thinking to work and fix problems with Ordinator, SPERG etc.
  8. smithx807
    smithx807
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    Does this work for NPCs or just the PC? I have followers who have ridiculously slowed down animations
    1. Myst42
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      There's an experimental option to add the ability manually to NPCs
      The one possible downside of it, is that ist *might get lost during cell changes depending on many things like perhaps who is the NPC, if they're your follower or not, how unique they are etc... This is not even my fault since the game can sometimes forget constant magic effects on NPCs. Whenever this has happened to me on other mods, it's usually on NPCs that were left behind on another cell though.
      If you use it, please do tell how it goes. I need to know how stable it is on NPCs since I've never seen this problem on anyone other than the player.