Just in case anyone wondering, I am using this mod with SSE, unchanged and unedited, without any problem. Of course, I could load it on creation kit and change it from form 43 to form 44, but I am too lazy to do that since it is working fine.
I know this mod hasn't been commented on or updated in a very long while but just wanted to let everyone know that the massive attack speed "bug" everyone is mentioning is on skyrim's end not this mod.
(For me it doesn't work. I also use this mod https://rd.nexusmods.com/skyrim/mods/23529 and with it's attack speed perk I get 1.05 When I get first rank of attack sped boost in this mod (15%) my attack speed goes to 2.15
I'm trying to remove a perk using console, specifically the Swift Strikes perk. However, I can't find the id through normal means: "help [name of perk] 4" Any ideas?
Could you please please bring this to consoles? put it on bethesda.net so we can download it then? this mod is exactly what I have been looking for. It makes two handed weapons not completely useless compared to one handed weapons
Words cannot begin to describe how happy I am with this. The Giant Two-Handed Weapons of Elder Scrolls should indeed be hefty and difficult to use, and less speedy than most one-handed ones, but not *nearly* to the extent that is the case in the base game. Also, having sparred a bit with two-handed waisters, I can tell you that they guard much more well than the base game gives credit for.
Thank you very much for this. I've already started working to level back up and buy the speed increase perk. I must admit that I have indeed gone for the "toned down" version, which I think is more reasonable in the interest of game balance. I thank you very much for providing that as an option.
I hope this works. Currently Two-Handed weapons are sort of not viable for any kind of end game content enhanced by mods. One handed weapon not only do tons of damage more than two handed (enchanting) but offers a lot of flexibility at the same time. If you are running dual wield parry mod, when what's the point of two handers at all? Even stagger effects with deadly combat are strong enough with one-hander, although the mod nerfs movement speed when swinging.
Currently I'm role-playing a guy on his path of becoming full fledge Death Knight. And DK arch-type uses huge / oversized enchanted axe or sword in both of their hands along with necromancy and unholy dot/drain/debuff (frost is WoW invention) magics (apocalypse and undeath mods helps here a lot). And it felt really wrong that in time my champion just gets weaker rather than stronger.
Now from "realism" perspective two handers hitting faster than one handers is in fact correct. Heavier two handed weapons are easier wield than lighter weapons using only one hand. Simply because with only one hand it's difficult to counter-balance the weapons movement after a strike due to lack of leverage a person has over the weapon. To illustrate historically notice that most if not every viable weapons ment to be used only in one hand were focused on stabbing (gladius, rappier) or to be used from horse back (sabre). In case of Gladius romans didn't even bother sharpening the edges of the sword and legionds did most of their movements in fights with their legs and shields stabbing only when an opening presented itself.
I was thinking about sweep mod for two handers on normal attacks, but I guess that would be simply too much. Anyhow, thanks, downloading your mod right now.
I hope that opponents will also aquire these perks. Although I don't expect much, I don't run ASIS. Only enchanced combat AI / enchanced npc.
Something to do with me running legendary edition or? Seriously I need this to work.
Edit: worked it out. I had a mod which changes critical strike on limbsplitter and similar perks. It probably overwritten entire perk tree back to vanilla, due to wrong load order.
Before installing this mod (or at least before taking this perk), look through your other mods to make sure your other mods aren't doing anything to impact the weapon speed stat. I experienced the speed bug, and found that had something to do with my using the Disparity mod (an Oblivion/Morrowind-style class mod, which includes modifiers of up to 5% to weapon speed based on things like race, class, favored attribute). I'm still trying to work out some way to make the two mods work together, though.
EDIT: Disparity, at least, has an option to disable any edits it makes to the weapon speed multiplier.
97 comments
Use this Attack Speed Fix
Makes it so all attack speed modifiers from mods or whatever work as intended including this mod.
Hope this helps others
(For me it doesn't work.
I also use this mod https://rd.nexusmods.com/skyrim/mods/23529
and with it's attack speed perk I get 1.05
When I get first rank of attack sped boost in this mod (15%) my attack speed goes to 2.15
with both mods I get 2.22 :/)
Any ideas?
Thank you very much for this. I've already started working to level back up and buy the speed increase perk. I must admit that I have indeed gone for the "toned down" version, which I think is more reasonable in the interest of game balance. I thank you very much for providing that as an option.
Alot has posted that the attack speed goes crazy, but it's rated pretty high in Nexus with around 57,000 total downloads.
Currently I'm role-playing a guy on his path of becoming full fledge Death Knight. And DK arch-type uses huge / oversized enchanted axe or sword in both of their hands along with necromancy and unholy dot/drain/debuff (frost is WoW invention) magics (apocalypse and undeath mods helps here a lot). And it felt really wrong that in time my champion just gets weaker rather than stronger.
Now from "realism" perspective two handers hitting faster than one handers is in fact correct. Heavier two handed weapons are easier wield than lighter weapons using only one hand. Simply because with only one hand it's difficult to counter-balance the weapons movement after a strike due to lack of leverage a person has over the weapon. To illustrate historically notice that most if not every viable weapons ment to be used only in one hand were focused on stabbing (gladius, rappier) or to be used from horse back (sabre). In case of Gladius romans didn't even bother sharpening the edges of the sword and legionds did most of their movements in fights with their legs and shields stabbing only when an opening presented itself.
I was thinking about sweep mod for two handers on normal attacks, but I guess that would be simply too much. Anyhow, thanks, downloading your mod right now.
I hope that opponents will also aquire these perks. Although I don't expect much, I don't run ASIS. Only enchanced combat AI / enchanced npc.
Something to do with me running legendary edition or? Seriously I need this to work.
Edit: worked it out. I had a mod which changes critical strike on limbsplitter and similar perks. It probably overwritten entire perk tree back to vanilla, due to wrong load order.
i hope for faster two-handed enemies too
EDIT: Disparity, at least, has an option to disable any edits it makes to the weapon speed multiplier.