I cannot reproduce either of these bugs. Could you instruct me on how you managed to have problems with this mod's swing speed not working with bound weapons and spellswording? Remember to disable unnecessary mods when troubleshooting. To anyone else reading this, it may be safe to assume these bugs do not exist and this is simply a load order issue or something.
I would if I could, because that's a great idea and I want that mod myself. Problem is: bows don't have a weapspeedmult like melee does. There are speed stats for bow, but I believe it's maximum speed is mostly limited by the speed of your animation.
I'll research that mod and see if maybe it found a solution I could use though.
Edit: That bow mod uses the same weaponspeedmult that I do, which actually affects bows. You will draw your bow faster but you will still go at default speed when grabbing the arrow beforehand, with my mod. Idk how to tweak that arrow-grabbing speed.
You could do stamina drain by level making timing your shots more important at lower levels because you blow your load immediately, it would nerf stealth archery at low levels because there's a higher chance you'll miss and be detected. Irl war bows were hard to keep drawn for long periods of time. I don't actually know if that's possible but it's a cool idea.
Wait, I misunderstood you. You said stamina drain *by level*. Sorry for misunderstanding. That wouldn't be a bad idea. I wouldn't personally use it though, so idk if I'll ever do it. Still, EnaiSiaion's Wildcat has stamina drain. Wildcat drains stamina for actors by giving them a perk that drains stamina on the condition they have a bow equipped and are in the "bow drawn" attack mode. A tweak could allow for reduced stamina drain at higher levels but more pronounced stamina drain at lower levels.
I've been looking for a mod that does this, this is cool!
In future updates can you add a Mod Configuration Menu that allows you to change the multiplier? And I know this probably would be incredibly unbalanced but a option for it to only effect the player?
Maybe. I don't really know how. Even if I did, it wouldn't update for NPCs whose skills increase without the use of a skill leveling event. I'm hoping the spam of 2/min isn't too bad. If someone can do this and make sure it updates the current skills properly, that'd be cool though.
Maybe I can make a version that updates on cell change. Idkk.
Honestly you're right and I'm ashamed I made this mod so poorly I'll fix it sometime this month hopefully Edit: probably not this month but I'll fix it when I have any time at all lmao
I've been looking for a mod like this, but I don't think I'm a fan of starting with less speed. Is there a way for me to modify the files so the default speed is still the default, and then as you level up it gets faster?
The vanilla minimum starting skills you can have in all skills is 15. Unless you have a mod that makes you start with level 0 in onehanded and twohanded, you will start close to normal speed regardless. If you use the Max Mult 1.5 version and have starting skills of 15 in onehanded and twohanded, you will end up with 0.95 for both weaponspeedmults. If you play as a race with natural skills in onehanded or twohanded, your starting speed will be even closer to 1. Regardless, from lvl 15 to lvl 25 is a very short journey with a very small swing speed debuff.
The "less speed" you start with is very minimal and shortlived. However, if you're still keen on patching it, edit my AdjustWeaponSwingSpeedEffectScript.psc to your liking and compile it using Papyrus Compiler App.
Thanks for the heads up. My formula never accounted for skills going over 100, so the max could be exceeded with an uncapper. Maybe I should release versions that don't allow going over 100.
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Wrye Bash says its Form 43 (old LE), can you make it Form 44 (SSE)?
i'm still swinging the bounds at regular speed, until i change to physical ones
can't use spells on 1 hand & weapon on the other.
it will reset the swing speed to neutral
To anyone else reading this, it may be safe to assume these bugs do not exist and this is simply a load order issue or something.
I'll research that mod and see if maybe it found a solution I could use though.
Edit: That bow mod uses the same weaponspeedmult that I do, which actually affects bows. You will draw your bow faster but you will still go at default speed when grabbing the arrow beforehand, with my mod. Idk how to tweak that arrow-grabbing speed.
That wouldn't be a bad idea. I wouldn't personally use it though, so idk if I'll ever do it. Still, EnaiSiaion's Wildcat has stamina drain. Wildcat drains stamina for actors by giving them a perk that drains stamina on the condition they have a bow equipped and are in the "bow drawn" attack mode. A tweak could allow for reduced stamina drain at higher levels but more pronounced stamina drain at lower levels.
In future updates can you add a Mod Configuration Menu that allows you to change the multiplier?
And I know this probably would be incredibly unbalanced but a option for it to only effect the player?
Maybe I can make a version that updates on cell change. Idkk.
Edit: probably not this month but I'll fix it when I have any time at all lmao
The "less speed" you start with is very minimal and shortlived. However, if you're still keen on patching it, edit my AdjustWeaponSwingSpeedEffectScript.psc to your liking and compile it using Papyrus Compiler App.