Skyrim Special Edition
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  1. CurvingFyr3
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    I'd rather enemies swing 10x as fast so long as I could actually know my strikes do something. Thank god.
    1. vampiredirt
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      I'm glad you found it useful. I'm of the same mindset, but I also understand the complaints. Thank you for taking the time to comment.
  2. SnakeSlippers
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    I remember when I tried this out it made enemies fast as hell. But after redoing all my combat mods 1 by 1 till I had the perfect setup the enemies where too slow and didn't really get a chance to hit me. So I might have to use this again.

    I didn't notice before but now I do when I hit a enemy too fast it does no damage, so with this mod I will be successfully able to do Baraka's Chop Chop Blades to enemies in this and every hit will count? Doing Baraka's chop chop from Mortal Kombat is really the only way to play VR games lol. But only a couple hits will register.
    1. vampiredirt
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      Indeed, that is the purpose of the mod, to make your hits register in VR, so a chop chop style should work if you can ensure the blades clear the body and re-enter the hitbox range with each swing or flick of the wrist. Let me know how your test goes!
  3. PHANTOMHATE
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    Double Power Attack bug:

    Default Skyrim has bug reports stating if a default weapon animation is faster than the time to hold for power attack the default weapon attack will execute with the default power attack doing 2x damage, using 2x stamina, and making two strike sounds.

    Below I suggest changing cooldown times as an alternative to this mod. I changed cooldowns and I have the Double Power Attack bug. Maybe my cooldown is two short. Maybe this mod would be better. Maybe I always had this bug but did not notice. I need to remove mods and test power attacks with all weapon types.
    1. vampiredirt
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      Do let us know!

      I think double power attacks happen no matter what in VR. My best guess, is that Bethesda removed the visible part of the animation from the flat version, but the armature is still playing. So you press the power attack button and the old animation (now invisible) plays and you swing your hand in VR. That's two hits.

      I haven't confirmed this, though. Even if I'm right, I don't know how to stop the old animation from playing or prevent it from registering as a hit.
    2. PHANTOMHATE
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      We can double power attack and bash endlessly and I can't fix it. Power Attacks and Power Bash must be removed from my game. Stamina only prevents sprinting. I don't sprint because you can't use magic. Sprinting was replaced with a faster run. Stamina will go next. Everything is Skyrim is fake and broken but before VR most of it could be fixed with an esp.
    3. Maxkingpower123
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      Double power attack is a base game VR issue, search on Reddit, sadly there is no fix yet
    4. PHANTOMHATE
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      I learned power attacks have been broken since LE and never fixed. You and AI always do 4x damage and use 2x stamina with power attacks except elder race does 5x and children are like 6x even though they don't attack. That is reason to mob the studio with pitch forks I think.

      I do not know how to stop the double hit
      I have not fixed the double hit sound
      You can fix the damage and stamina

      Race/AttacksSorted/ATKD -Attack Data, Each attack that says Power
      I changed Damage Mult 2 to 1
      Power attacks now do double damage.

      I changed Stamina Mult 1 to .5
      Power attacks now use normal stamina and will coincide with stamina mods

      These optional fixes will not disrupt this mod, VR Weapon Speed Fixes.
    5. vampiredirt
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      Thanks for looking so deeply in to this. I learned something new and I'm sure others will find your work of value.
  4. PHANTOMHATE
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    The description is confusing. Is the player factor speed or time or both. If I remember correctly from flat gaming I think weapon speed was the speed that the attack animation played and more speed ended the animation sooner allowing another attack and attack animation. There are ini settings to adjust the delay between allowing swings. If changing weapon speed lets VR attacks happen sooner then these VR cooldowns may work with weapon speed settings. I do not believe weapon speed has any relation to VR swing speed. I think weapon speed is related to VR swing delay time. There is much I do not know. I do know that changing these ini settings allows follow up swings sooner without making enemies attack faster or needing any mod files. The esp file is still very useful to adjust enemy attacks or to have a full list of usable weapons for other modding needs. I also know we are fellow modders and I have full respect for you and I am grateful you share several mods with the community. I hope this information can be helpful. I may be completely wrong. That does happen.

    "doesn’t do any damage because you swung the controller too fast" (maybe too soon not too fast?)
    "each melee weapon has a speed limit that governs the time between successive swings" (I think this may be 100% correct)

    fMeleeSwingDirectionCooldown
    fMeleeCooldownMultiplier
    1. vampiredirt
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      I made the first version of this mod in 2018, so I don't quite remember if I experimented with the INI. I keep notes on all my mod making and it does look like I had those two written down including fMeleeSwingDuration after the INI dump was published. I can't find any notes on what my results were or why I felt the need to modify the weapon speed with an ESP.

      Anyway, if changing those two settings fixes the VR swing / hit problem, then it's far better than using this mod. Can you please let everyone know what values you set those two INI settings to and which file and heading they are located under. Thanks.
    2. PHANTOMHATE
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      SkyrimVR.ini (does not exist until you create it in documents folder)

      [VRInput]
      fMeleeLinearVelocityThreshold=2.0 (swing speed needed to trigger attack, I use 2.5)
      fShieldLinearVelocityThreshold=1.5 (swing speed needed to trigger bash, I use 2)
      fMeleeSwingDirectionCooldown=.25  (setting both cooldowns to 0 lets you strike non stop)
      fMeleeCooldownMultiplier=.5 (setting both cooldowns to 0 lets you strike non stop)
      I do not know the exact function of cooldowns or difference between them or if they effect being staggered

      Adjust LinearVelocity first to decide what is simply moving your arm and what is an actual strike.
      Setting cooldowns too low lets you strike as fast as you can wiggle. I have not tried any values besides 0.
      There may be issues with these settings but this mod is constant and predictable.
      As always, some mods may defeat the changes in this mod or changes to these ini settings.
      Someone said daggers have no cooldown. (EDIT: wrist weights can cause physical damage).
      If different weapon types are an issue with cooldown ini settings then the answer is to correct that with tuning this mod.
      If I learn any more I will update this information. Happy modding everyone.
    3. vampiredirt
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      Thanks for the info!

      By the way, don't use wrist weights. I made that mistake. You can do serious permanent damage to yourself.
    4. PHANTOMHATE
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      OK, I do not know exactly what each does but I have found these settings to be good for me.
      fMeleeSwingDirectionCooldown = 0.15
      fMeleeCooldownMultiplier = 0.2
      I can strike as I need and if I get too silly strikes do not land.
      You can set bPlayVRMeleeWorldImpactSounds = 1 and practice on a tree.
    5. vampiredirt
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      Thank you for the update Phantomhate! If anyone reading this tries experimenting with these INI settings, let us know your results.
  5. Draoth
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    Nice mod! It would be nice if the weapons had a delay on the movement to give the illusion of weight like they do in newer VR games.  Do you think this will be possible someday?
    1. vampiredirt
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      Can you give me an example of a game that does that? I'm not familiar with what you're describing. Honestly, I don't play anything else besides Skyrim and Fallout 4 with my VR set.

      Someone wrote a scripted mod a while back, but I can't remember what it was called. You'd swing your arm and then the animation would play milliseconds later. I thought it was a strange mod at the time, but maybe they were trying to accomplish what you are describing? I just checked and I don't have a copy of it. Not sure if it was on Nexus or a mod passed around via friends/discord/forums. Anyway, maybe someone reading this knows what I am talking about and can chime in.

      My scripting ability isn't very good or I'd try it myself. 
    2. Fazure
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      Blade and Sorcery, Boneworks and Walking Dead: Saints and Sinners are some that come to mind. In those games, melee weapons feel like they have a 'weight' and collide with enemies and other objects (like walls or props) instead of just phasing through everything like in Skyrim.
    3. vampiredirt
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      Thanks! 

      I've been thinking about this a lot since you first posed the question. I also asked some more experienced modders if it was possible. They cited the same games you did. We think it'd require not just a lag and a major change of animation, but changing the way the physics worked in the game. Saints and Sinners is Unreal engine. Boneworks and Blade and Sorcery is Unity. Bethesda's Creation engine is 9 years old and created to work a certain way, so a weighted melee mod would be a monumental task, assuming it was possible.

      Sorry, that's not really a concrete yes or no answer, but I'm not experienced enough to definitive say. 
    4. patrickmurphy
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      The guy that made vrik is working on live body interaction, just need that for static models somehow. Super cool, in the video he sticks his sword in a storm atronach and pushes the floating rocks around. I check his profile like every day lol
  6. BushElito
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    So after checking out this mod through TES5VREdit, I have noticed it has a lot of conflicts with:

    UESP 4.1.2

    Guard dialogue overhaul

    The bound weapons conflict with Simonrim mods, particularly the bound weapons with mysticism I think.

    Also noticed that NPCs wielding 2 handed weapons swing SUPER fast. I'm guessing that is the side effect in changing the speed value?

    I have no skills in actual skyrim modding, but wouldn't it be easier to create a hidden magic effect that only affects the player character that gives an attack speed boost than changing the speed stat? Would acoid conflicts and not affect other characters.
    1. vampiredirt
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      Do you mean USSEP? I think way back, like 8 years ago when the Dragonborn DLC came out, they fixed the Greatsword speed, which was slightly off. I'm not familiar with the other two mods, but I guess they change weapon speeds for some reason. That's all this mod does and it's normal to let it override others.

      Yes - now that multiple people have mentioned it, I think it's safe to call fast swinging enemies a side effect of the mod. Unfortunately, some people "feel it" more than others.

      This mod changes the global speed variable for all base weapons. It's not changing the "attack speed" of the player. In otherwords, this is a variable attached to the base weapon, not a player character. Detecting what weapon you are holding and dynamically changing it's weapon speed would require a bit of clever coding beyond my skills. That said...

      ...there is a mod called Customize Weapon Speed by dylbill that you can try if you want. I think it does exactly what I described. The mod is nearly 3 years old. I'm surprised nobody has tested it with Skyrim VR setting the player weapon speed to max and NPC weapon speed to vanilla settings. It requires SkyUI, though. If it's not a part of your mod list, then you're stuck with my solution.
    2. BushElito
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      Thanks for the mod suggestion, will look into it.

      As for the incompatibilities, it's not that the weapon speed is overriden, but that some keywords are not carried over. I think specific keys for GDO to detect what guard voiceline to use.
    3. Uncleseanp
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      any word on if the mod suggestion is a good replacement for this mod? thank btw vampiredirt
  7. CurvingFyr3
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    Hell yeah, finally, I'm not being held back by the game. 
    1. vampiredirt
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  8. alexjerome
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    Great mod thank you for youre work  !        Get my best work out with this one , I add wrist weights to help  simulate weapon weight 
    1. vampiredirt
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      I'm glad it's useful for you. Just a bit of warning - I had the same idea with wrist weights but my doctor told me it was literally tearing my muscles apart in my wrist. I was advised to stop playing until it repaired itself. That was in 2018 and even now my wrist still hurts a little when I move it around a lot.