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renketsu0

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  1. renketsu0
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    I'm currently done with modding and not taking requests or making patches. You can learn how to make a patch yourself by downloading the ASF Guide from the Files section.
  2. sc0608023
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    It would seems that the Enderal version of this mod no longer works with the latest Enderal. Once I took the 2H attack speed perks the weaponspeedmult gone haywire, resulting super fast attack speed.

    weaponspeedmult before taking the perk: 1
    weaponspeedmult after taking the perk: 2.23
    1. renketsu0
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      Could you do the community a huge favor? I don't have Skyrim setup for modding anymore. See what your weaponspeedmult is with only Enderal installed. If it's 1, then Enderal added their own attack speed fix some time after my patch was created, and it's no longer needed. If that's the case I'll update the descriptions.
    2. sc0608023
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      Upon further testing, I can confirm that:

      1. With ASF (Enderal) installed and activated in MCM (player right hand fix on), the weaponspeedmult value is 1.

      2. The latest Enderal (no mods, no perks) has a weaponspeedmult value of 0.

      3. When the 2H speed buff perk 'Bloodthirst' taken, the value is 1.23.

      4. However, with ASF activated and the perk taken, the weaponspeedmult increased to 2.23 instead of the desired 1.23.

      5. Have not yet tested the situation when multiple speed buffs applied to the player both in vanilla and ASF enabled.

      Very strange indeed. It''s a shame because I really wanted a universal weaponspeed buff on both player and NPCs in order to get a faster and more deadly combat. The vanilla weapon speed is just too slow across the board to my liking.

      Misc. info:

      - Enderal Forgotten Stories (Steam) installed.
      - No other mods involved in the testing.

      Thank you for your mod!
    3. renketsu0
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      Well the good news is the symptoms sounds like Bloodlust is just a new perk that was added after my patch was made. The bad news is I'm in the middle of 2 separate game dev projects right now. It might be a couple weeks before I can set aside the time to set Skyrim back up to update the patch.
  3. Issarys
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    This mod + the Critical Hit - Backstab and Parry in Skyrim mod is really fun. Vanilla light attack animations don't have much anticipation which makes parrying really difficult. But if you slow NPC attack speeds a bit it feels a lot more souls-like.
  4. lrwcl
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    I could not find the sample spells . what am i doing wrong ?
    1. renketsu0
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      It's a separate download. Go to the Files page and look for ASF Sample Spells in the Miscellaneous section.
  5. Argonil
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    Pretty sure I've found a solution. Why not just add 2 effects for each attack speed buff, one which adds a value of 1.X and checks if attack speed is equal to 0, and another which adds 0.X and checks if attack speed is greater than or equal to 1? Or will it explode?

    Edit: it exploded
    1. Argonil
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      I made it not explode. You don't need to use this mod if you design your attack speed items in the same way as I have in Awesome Artifacts. It takes 3 effects and some conditions per buff. You can see how at FormID XX108259 and 0401BFEC in the SE version, although it only supports up to 100% increased attack speed if there isn't any source that applies a base of 1.0 like the old method or your mod. So up to +100% attack speed if only using my method, but it's limitless if any of the effects use another method. +100% should be a high enough ceiling for anyone who's getting their attack speed solely from items added by our mods anyway.

      If anyone finds an even better method or something that improves my method, please send me a PM.
    2. renketsu0
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      Sorry for the late reply. The holiday season is always a busy time of year for me.

      I admit I didn't inspect the Awesome Artifacts plugin first, but I have a feeling from what you described that there is one feature of my mod that isn't possible with your method. That feature is enabling attack speed debuffs with weaponspeedmult between 0 and 1. I spent a lot of time considering different methods of achieving compatibility and allowing debuffs. It seemed unavoidable that you would need a base weaponspeedmult of 1 to achieve both. If your method doesn't also enable debuffs without issue, then my mod still has a purpose.
    3. Argonil
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      IMO, anyone who wants to decrease attack speed in the Creation Engine is a madman. Not worth it. I'd rather think of some other effect than have this mod as a master file just to make attack speed debuffs. It may make the debuffs workable but it also introduces a lot of incompatibilities with other mods. But yeah, if someone wants to do it, this would be the only way as of today.

      Edit: Actually, I think I know a way to make attack speed debuffs using a method similar to my other one. I'll get around to testing it Soon™.
    4. WeirdestBudday
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      I wanted to suggest this too. My weaponspeedmult is 2.00 and need to find a way to bring it down without removing any mods that are conflicting. A mod that can help with that would be VERY useful.
  6. felman103
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    .
  7. SizyKing
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    Do not use this mod. Everything is fine with the game. It was originally based on this mechanics. And if you install this mod, the game balance will be broken.
    Similar mechanics can be traced in enchantments, when you can use spells without mana, having 4 enchantments to reduce the cost of spells.
    1. qwertypol012
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      How sure you're about this?
    2. renketsu0
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      Trolling much?
  8. Davitto94
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    Fantastic MOD for Skyrim. No more sluggishly hung over fighters.
  9. Argonil
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    Not quite sure what to make of this. My mod Awesome Artifacts uses the vanilla method for changing attack speed. The new method doesn't work if you don't have the fix installed. Because of that and because so many things use the old method (including vanilla perk trees), this method will cause even more incompatibilities than it'll fix, I won't force my whole userbase to install such a mod just to make the attack speed of a bow and a dagger compatible with mods that the majority isn't using. The whole idea is to remove the need for attack speed patches... any good solutions?
    1. renketsu0
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      I've been strongly considering changing the name of this mod to Attack Speed Framework because that's more accurate for most cases. This is simply a framework so that mods built on top of it will play nicely together without issue. I wish it were, but It's not something you can just install and every mod ever would just work. It would be if all relevant mods used ASF as a dependency, but that's a pipe dream by now.

      My mod edits the vanilla perks to conform to ASF as well. Incompatibilities will occur anytime you use a mod that contains the vanilla method, but it's no worse than before I created this mod. Vanilla methods would have been incompatible with each other anyway. Unfortunately this problem was created by Bethesda because they set the weaponspeedmult Actor Value to such a bad default.

      I imagine you were sent here by a user who wants your mod to be compatible with something they're using. I understand your frustration. The claim that the majority aren't using mods built for ASF is probably false. If you look at the Substitute List in the description you'll see that quite a few of the most popular overhauls are using their own internal version of ASF. This represents a huge portion of users on the Nexus. My guess is that the majority of users are using an overhaul that contains some flavor of ASF.

      As far as solutions go, here are some ideas for you. 1. You could use this mod as a dependency as it was designed to be used. 2. You can include your own version of the fix in your mod along with a way to disable it. This is the route most other mods have taken. 3. You can try to create your own better solution before I do. It may be possible to create a very smart skyproc patcher that will automatically find and fix vanilla-style attack speed effects. I think that would be the best case right now, and it's something I'm exploring next when I can carve some time out of my schedule. I also have been exploring other ways to make as many mods just work out the box as possible. But I have no ETA on this stuff.
  10. DMCbr
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    I have SPERG + Disparity + Modern BBFix now and i have noticed the super fast atk speed "bug". Should i use this mod to fix or there is some patch or setting for those mods?

    Edit: nvm, i just did disable attack speed fix in Disparity and it works.
    1. xiu12
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      Thank you buddy for pointing it. Although of course there is information about that issue in MCM disparity menu:) like always read read read
  11. AngryLamb404
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    Hello, may be i found a bug for this mod with element fury. Here is my mod list with mod orgainzer:
    skyrim.esm
    update.esm
    Dawnguard.esm
    HearthFires.esm
    Dragonborn.esm
    SkyUI.esp
    Attack Speed Fix.esp

    When is use Element fury shout with just one word, the attack speed is fine.
    but when i have all three words of Element Fury, the attack speed magnitude is randomly 30%, or 50%, but not 70%

    Thanks for the mod and reply!
    1. renketsu0
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      I'm not able to reproduce this. The only difference in my testing load order is that I've added "Alternate Start - Live Another Life.esp" at the end.

      A few possible things might help.
      1. Sometimes the simple mistakes get even the best of us. Are you sure you're holding the shout button down long enough?
      2. Try again after installing the Unofficial Skyrim Legendary Edition Patch. This mod doesn't fix the bugs that affect the vanilla Elemental Fury shout, but USLEEP does fix them.
      3. Are one of your weapons enchanted or bound weapons? The shout is not supposed to work with either of those, but there are some bugs where you can trick it into working inconsistently. If so, try again with normal weapons in both hands.

      See these pages for more info on the bugs and quirks
      http://en.uesp.net/wiki/Skyrim:Elemental_Fury
      http://elderscrolls.wikia.com/wiki/Elemental_Fury