Skyrim Special Edition
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  1. UnknownName120614
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    With the addition of the Creation Club, Skyrim has a built-in mod loader; you're able to simply place .esp files into Skyrim's Data folder and it will recognise them as mods. My issue is the mods the in-game loader is working with are either .esl, .bsa, .esm, .esp or .manifest files.

    When I place the .esp file into the Data folder, the mod loader will pull up "SlowFix.esp" as a mod that knows exists, but it cannot recognise the .pex or .psc files as the mod's contents, resulting in the loader being unable to... well, load. Is there a way to fix this, or am I forced to install an entirely different mod loader? 
    1. saffral
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      You should be able to select an option to Load Loose Files and that'll load up the script file when you play the game. I don't think it shows a list of the loose files in the loader, as there could be hundreds or thousands of those with some larger mods. The PEX file should be in the Scripts subfolder of Data. The PSC file doesn't matter to the game and can be put wherever you like or removed.

      Sorry for the late response.
  2. sbvb
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    Edit.
  3. Uskirm
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    Just two small things I'd like to point out to the author of this mod.

    The ESL flagged version doesn't actually have the ESL flag set. It is byte for byte the same as the non-flagged esp.
    And the readme.txt included in the non-flagged esp's .zip says the mod version is 1.2 while the esl-flagged's readme says it's version 1.3.

    Also please look into the effects on this pictrure if they need to be addressed by your mod. The first 5 are handled by your mod already, but the others aren't.
    https://ibb.co/XZPzRfx

    Thanks!
    1. saffral
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      I'll be honest, I've never done anything with ESL flagging (haven't seriously modded a game since it was commonplace). I thought I followed a tutorial for it correctly, but I guess not. How does one go about ESL flagging it? I'm sure I just changed the version number to show that it was ESL flagged, there's no change to the rest of the mod and I didn't want to send notifications to people for an updated readme version.

      Those other effects are only ever used by NPCs or other assorted dungeon or enemy effects (that primarily only affect the player). I only modified the effects that are player-driven (spells, enchantments, shouts, and poisons) and cover 99% of all slow effects that happen during the game. As slow effects on the player work properly, I didn't feel a need to change any others. It's possible of course that one of those others has a use case by the player though (I mean I missed poisons in my original version.)

      DLC2FreezeSlowEffect seems like it might have something to it. I'll take a look at that one. I think I made it so SlowFix didn't require DLCs, so I likely missed it in the CK if Freeze added its own version. Still in the old mindset of people maybe not having DLCs, even though this version is Skyrim SE which comes with them.
    2. gorshen3
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      I know I'm about half-a-year too late, but the best way to flag a .esp as a .esl is to do it through xEdit (in the case of SSE, specifically through SSEEditQuickAutoClean.exe). Not to sound rude, but xEdit has instructions on their website (I'd gladly tell you myself, but I stopped using xEdit when vlad254 said not to use it with the Anniversary Edition, though, since it's painfully obvious that English is not his native language, I couldn't understand his reasoning, so it's probably still safe to clean all those files).
  4. TheNamesiz
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    Attaching a script, would it have any downsides? I mean like freezes effect applying late or somethings like that. Cause my game is pretty script heavy right now.
    1. somohexual
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      I'm also a bit worried about this. Wouldn't a script triggering on each enemy each time a slow effect is applied be hard on the game?
    2. saffral
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      It's very possible that it might end up delayed due to Skyrim's scripting system, especially when running many scripts at a time. The script timing only affects when the target starts and stops being affected by slowness, it will not delay any regular functionality of the spells. Technically the slowness is already applied as part of the regular effect (it's part of the vanilla spells), my script only triggers updates for their speed.
    3. saffral
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      It's a very short script, and doesn't use any conditionals or loops, so I wouldn't expect it to be hard on performance (two functional lines of code, one on hit and one at the end of the effect, with the rest being boilerplate). It also doesn't have to load any assets, which removes potential slowdowns from disk read.

      I haven't noticed any negative effect on my own game while using it, though that's purely anecdotal and your mileage may vary.

      It's possible that the same effect could be accomplished with a magic effect instead of a script (if the magic effect "changes" the target's carry weight value). I'll give it a test, though no guarantees on whether it will work.
    4. saffral
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      Unfortunately adding a separate effect, even if it works, won't work for alchemy that damages speed, since that's only a magic effect, not a full spell with multiple effects.
  5. laidback99
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    amazing! Does it work with weapon enchantments?
    1. saffral
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      Yes, it should work on all of them. There's potential for a modded enchantment to not work, depending on how the mod was made.
    2. laidback99
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      Great, thanks for your work. By the way, does the slow stack on the same target if I hit them with spells continuously?
    3. saffral
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      I think it should, I haven't done enough testing to be sure, but it should now function exactly the same on NPCs as it functions on the player.
    4. laidback99
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      Thanks! Lastly, I wish USSEP didn't touch this slow bugfix issue, but I guess your mod ( or any other for that matter ) should overwrite USSEP's changes if I load them after USSEP right?
    5. saffral
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      It should, or at least not conflict. I wasn't aware that the unofficial patch did anything about the slow effect at all. Though looking at the changelog, I see they did make a change to one of the effects back in 2012 with this:

      "The effect that slows things hit by ice spells, FrostSlowFFAimed, has been adjusted so that it won't affect anything that's currently flying. (Bug #160)"

      I expect Slow Fix will overwrite that change, and I'm now a bit curious to see things flying slowly because of it. There's another entry that mentions the same effect and dragons in flight, though that one seems to have been fixed on the dragon side via keywords, so it shouldn't affect that. Unless of course both work in tandem.

      If there's another change I'd appreciate knowing about it though. I didn't research the topic super well before I made the mod and actually missed a couple other mods that have very similar functionality, albeit with slightly different implementations.
  6. bananamoonpie
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    This seems to conflict with Vokrii. Does anyone have a personal patch they're willing to share?

    Thank you in advanced
    1. deleted67110921
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      Just load it after Vokrii. This already incorporates all record changes that Vokrii makes.
  7. bananamoonpie
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    Hi there,

    Thank you so much for sharing y work with us all. Hugely appreciated.

    Do I need this mod too if I already use Attack Speed Framework? May I ask someone learned what the difference is? For brevity’s sake, here’s the mod I was referring to: https://www.nexusmods.com/skyrimspecialedition/mods/10741

    Thanks again for your mod. I appreciate any clarification I get.
    1. saffral
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      Attack Speed Framework, based on its description, only applies to attack speed (weapon swing speed), while Slow Fix only applies to the movement speed (like running around).

      There shouldn't be any overlap in functionality between the two mods, and they should be able to be used together without problem.
    2. bananamoonpie
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      Thank you very much for your swift reply, have a great day!
  8. orochimay
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    Nice ! i would suggest to ESLify it as it is easily compactible and eslifyable
    1. greenzleevz
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      does the script use the GetFormFromFile function ?

      thank you for the update !
    2. saffral
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      The only function this mod uses is EquipItem.

      I'm not familiar with making ESL files. I'll take a look into it.
    3. saffral
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      OK, I added the result of following a guide to the optional files. Hope that works.
    4. greenzleevz
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      thank you , great Mod, kind regards,
  9. deleted59475776
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    You could add your tweak to these magic effects too:
    AlchDamageSpeed "Slow" [MGEF:00073F25]
    FrostSlowFFSelfArea100 "Slow" [MGEF:000B72A1]

    and that's what I'm going to do in my copy.
    Spoiler:  
    Show

    I hope your tweak works ... but something in me say yes.
    1. saffral
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      Good catch! I completely missed the potion effect when it didn't show up while searching "Slow". The newest version now includes this, though it'll be the same as your edit, so no need to re-download.
  10. ViktoriaLanders
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    Awesome work, thanks!