Skyrim Special Edition
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  1. GodlySandwich
    GodlySandwich
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    If this is your first time installing this mod, just install it like any other zEdit patcher (download it, extract it, and then place it in your zEdit/modules folder)

    v7/1.7 Install Instructions (If updating from a previous version of this mod):

    1. Delete the older version of this mod
    2. Delete zPatch.esp and rerun it
    3. Run 'Speed and Reach Fixes'
    4. You're done.

    If "Speed and Reach Fixes" isn't showing up as a separate patcher, head to PatcherSettings.json in zEdit/profiles and remove the entry for "speedAndReachFix" and/or "speedAndReachFixes".

    Alternatively, you can straight up delete the file, but I won't take any responsibility for missing patcher settings or lost data.
  2. GodlySandwich
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    I've moved my development blog to Tumblr (so I don't have to maintain two posts.)

    To see my roadmap and compatibility notes, please check out my blog.

    https://godlysandwich.tumblr.com/

  3. SwiftZephyr
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    Hi, I suck at modding. It doesn't show up as a separate patcher. When it say remove the entry for speedAndReachFixes does it mean delete everything:

    "speedAndReachFixes": {
    "patchFileName": "Speed And Reach Fixes.esp",
    "ignoredFiles": [],
    "enabled": true,
    "raceFixes": false,
    "accModifier": 1,
    "speedFixes": false,
    "weapon_speed_sword": 1.1,
    "weapon_speed_mace": 0.9,
    "weapon_speed_axe": 1,
    "weapon_speed_dagger": 1.35,
    "weapon_speed_greatsword": 0.85,
    "weapon_speed_warhammer": 0.6,
    "weapon_speed_battleaxe": 0.666667

    Or just lines that say speedAndReachFixes ? I never used zEdit before
    1. GodlySandwich
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      Everything.
      Make sure to delete:

      "speedAndReachFixes": {
      ... (the rest of the code here)
      }

      Make sure to delete the brackets, as well. You'll want to keep the proper syntax.

      That being said, if you're seeing those settings there, you should be perfectly set. Those instructions are only for people updating from an older version (before v7/0.1.7) to an older version since I made some major changes in 0.1.7.
    2. SwiftZephyr
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      Oh okay, thanks
  4. Laromyr
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    Beautiful, poetry in motion... that is what this mod has done for combat in Skyrim. Endorsed! And thank you.
    1. GodlySandwich
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      You're welcome, and thank you for your kind words!
  5. piranha45
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    Are the default weapon changes in this mod designed around making swords/maces/axes (relatively) balanced? Are 1H and 2H capabilities also relatively balanced?

    Or do you feel certain weapon groups need manual buffs/nerfs to compensate for this mod's changes?


    I use the vanilla perk system, if that matters. Ex. I know people have always said in vanilla, that 1h weapons are inherently superior to 2h.


    Melee vs. Melee argument aside, how does this mod feel, melee vs ranged? Are archers+spellcasters able to kite a LOT more easily, with these changes? Would going into my files and nerfing ranged attacks be a good idea?
    1. piranha45
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      The damning comparison videos cannot be unseen.

      But trying to edit other values, actors, combat types to achieve a reasonable balance is one huge can of worms.

      I'm going to try dropping conventionally-sized melee creatures (bears, wolves, trolls, etc) to somewhere in the 64-96 Unarmed range, in their race records.
    2. GodlySandwich
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      Hi! First of all, thank you so much for the donation. It means a lot to me. I'm so sorry I didn't respond before.

      > Or do you feel certain weapon groups need manual buffs/nerfs to compensate for this mod's changes?
      Yes and no.

      When I created this mod, I changed the weapon attack speed via the WEAP record category and the attack angle via the RACE record category to accurately track the swing of the weapon, keep weapons relevant, and most of all, keep Skyrim fun. These changes are now disabled by default (which while reduces the experience, keeps the main meat of my reach fixes) to make sure that people have as smooth an experience as possible since they have very complex load orders with their own changes.

      > [...] Would going into my files and nerfing ranged attacks be a good idea?
      Not exactly. All of these systems are interconnected and are really annoying to change. The best solution that I've found, hands down, is to disable ranged auto-aim. It's ridiculous how all of these archers and mages are able to aimbot you like an MLG pro gamer AWP sniper on several doses of Adderall. Other changes that greatly help alleviate this are MOVT record type changes. If you stop an archer or mage from being able to rotate quickly when aiming, you can sidestep or run to avoid their projectiles. More on this here:
      https://godlysandwich.tumblr.com/post/189612679616/footlooseesp-working-title

      I was working on finding a proper weapon damage setup (with a patcher that also edited every weapon in a load order to be balanced according to vanilla, and later, user preferences), movement speeds, arrow changes, and other things (like a combat overhaul centered on a slow time effect, accurate hitboxes, and intuitive gameplay here https://streamable.com/mnww8) before I lost my work when my drives died a while back and lost motivation.

      Things are sort of returning to normal for me, well, as normal as can be with the pandemic going on, so I think I'll be able to continue soon. All of these tweaks and fixes require testing and feedback. I can do this all on my own, however, it would significantly speed up my workflow if I had a tester. If you are up to it, I would love to talk about this more over discord. My discord username is NotSandwich#3232
  6. porjamas
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    First of all big thanks to you for this wonderful patcher, it makes combat very satisfying, but I have something I didn't understand, when I tried to bach with my shield on a wall, the bash reach is too far, I can hit the wall with my shield from double the real animation distance, I've lowerd fcombatbashreach in SSEedit but nothing changed, what can you suggest for this situation please.
    You said in the changelog "fixing an esoteric CTD issue for a friend", should I update to avoid this CTD too or it is specific to your friend (I've made some modification to the weapons and my custom race from Uchiha clan)

    Thank youuuuuu
    1. GodlySandwich
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      1. Sadly, nothing I've done so far has fixed bash reach distance. It's something that I was looking at before I took a three-month hiatus. As of writing, I don't know any solutions for this myself.

      2. If you're not experiencing any problems so far, there's no reason for you to update.
    2. porjamas
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      ok, thanks for the answer, it still, your patcher is definitly awesome!! it makes an ever new combat experience!! and with animated armoury! I combined it with combat realism mod, so a 2-3 hits max, but with this mod you can dodge you can move away from the weapon hit range, the gameplay becomes really real!!
      Last thing, Idk, if you have ever think about it, but a zPatcher for stamina/magicka consumption and limitations would be really needed for a tactical gameplay, using MoreHud you can see NPC's stats bars, so if they have reasonable consumption and regen rate, and also magic, shield, weapon use limitation by minimum amount required, it's gonna be a huge update to the tactical combat gameplay.
      and big big thanks for your awesome work!!
    3. pasjaskyrim
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      in my experience updating values in ssedit is hit or miss, especially when trying to patch a master file. Try making a patch in creation kit, it seems to be much more consistent in the changes you make actually appearing in the game ( this is only in reference to weapon and armour values, I don't seem to have issues with other objects )

      that being said ive not screwed around with bash range so its possible that thats something thats hardcoded
  7. EmperorLazarus
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    Can i use sseedit?
    1. GodlySandwich
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      No. This patcher is zEdit only. zEdit scripts and patchers are not compatible with xEdit. To my knowledge, there is no way to use zEdit scripts in xEdit or vice versa.

      Generally, you install this by installing zEdit, extracting the patcher to zEdit/Modules, running zEdit, and then accessing the patcher menu by pressing on the gear button.
  8. cthunsthrall
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    whats the difference between today's update and yesterday's? i really don't want to run the patcher again :s i have to run it twice and merge them due to like 180 mods with weapon records. honestly i have just been manually adding any new weapons to the plugin, since it's faster than running the patcher twice and merging and i like to customize some of the weapons that are particularly long or short for their weapon type. but if there's an important update that would make my current plugin obsolete then i guess i'll have to start over
    1. GodlySandwich
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      No change, they're both 0.1.9. The other version had a broken archive that some people had problems with. You're fine.
    2. cthunsthrall
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      phew, that had me sweating. thanks
  9. deleted74785253
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    This mod is likely incompatible with Unique Character.
    After spending hours trying to figure out why I had a neck seam on my character, I could only deduce that this mod's edits to race records must have somehow overwritten Unique Character.
    If anyone is using both of these mods together, can you let me know if you ran into this problem?
    1. GodlySandwich
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      I'm not exactly sure why that's happening, but I've never used that mod. BTW, this patcher is supposed to be ran at the absolute end of your load order. Either way, I'm about to release a new version that makes the race edits optional (disabled by default).
    2. deleted74785253
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      Wow! Thanks for the quick response. I've gotta say you're doing the modding community a massive favour by fixing up this glaring mistake (arguably Bethesda should've done better but ah well).
      I've got a question btw, are all the edits to race records, contained within the single 'speedandreachfix.esp'? Or does the zedit patcher edit other esps in the load order as well?
    3. GodlySandwich
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      Thank you! That's so nice of you to say. All of the changes are stored within the singular 'Speed And Reach Fixes.esp'.

      For the most part, zEdit patchers work like this:
      1. Scan your load order
      2. Filter records for what it wants to patch
      3. Load the latest loaded records from the filter
      4. Edits said records
      5. Saves edited records to the specified plugin

      Because of this, you can remove the esp and the patcher at any time and go back to your load order with nothing out of place.

      P.S: The new version is now live.
    4. babix
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      i use both mod, i dont see neck seam or any incompatibilities. unique character doesnt affect race if i'm not wrong. you might want to check if your body mesh and head mesh in unique character folder are compatible
    5. deleted74785253
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      Ah! I just found the culprit. I owe you an apology @GodlySandwich, and @Babix you are absolutely right, there is literally NO conflict between these mods. It was the obscure 'abandonedprisontweaks.esp' that comes as a tweak mod for Alternate Start; I just discovered through SSEdit that they have a massive conflict and sure enough disabling it solved my problem! I never would have suspected such an innocently minor mod could have caused me so much pain! Oh the joys of skyrim modding...
  10. plaketadicem
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    I am having trouble to make zEdit work, It just doesn't open here.
    I wonder if there is a way to make this work using xEdit?
    And if thats a possibility, can you tell me how/where do i put your mod files within the xEdit?
    1. GodlySandwich
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      This patcher is zEdit only. zEdit scripts and patchers are not compatible with xEdit. To my knowledge, there is no way to use zEdit scripts in xEdit or vice versa.
      Generally, you install this by installing zEdit, extracting the patcher to zEdit/Modules, running zEdit, and then accessing the patcher menu by pressing on the gear button.

      I've got a little bit of free time, so you can message me over discord at @NotSandwich#3232 if you still need help.
    2. plaketadicem
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      Seems like i cant message you directly so i send a friend request on discord(ThePika)
  11. OilyBearHug
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    this looks very interesting. although now im thinking it would be a problem fighting creatures and pretty much anything that doesnt use a weapon because their reach and speed are the same. which is pretty far. do you have any plan on doing a patcher version for creatures?
    1. GodlySandwich
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      I'm so sorry for responding this late, I thought I hit send on the response I typed out a while back.

      Well, to answer your question, maybe.

      I have been really burnt out on Skyrim lately and I had put all of my projects on hold. It's only recently that I'm getting back into the groove. I'm super open to making these types of mods, but I need feedback and for people to work with me because I end up getting burnt out after a while. You can talk to me at any time over discord at @NotSandwich#3232.
  12. Warofart
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    Am I right in understanding that Immersive Weapons is not really compatible?
    1. EZ337
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      I don't see why it would not be compatible;save the other weapon types. But I think that would be a small incompatibility as you can benefit from things like swords and maces and other stuff but the ones t=with custom categories would be passed over. That's hypothetical tho
    2. GodlySandwich
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      This is entirely true. The only mod that adds weapon types that my mod supports is Animated Armoury. Aside from very minor cosmetic changes, Speed and Reach Fixes should be compatible with nearly everything out there.

      Make sure your mod-added weapon is keyworded properly with vanilla weapon type keywords or you will have problems with this patcher, like the guy that wanted to use a berserk greatsword mod that had the war axe keyword.