I have made the version requiring Weapon Speed Mult Fix or a similar mod (there seem to be many) the main version (1.07), since the folks reporting issues with Sagacious Warrior are using the version that doesn't use that mod. I have tested 1.07 in all configurations (dual one-handed, single one-handed, two-handed, weapon and spell, weapon and shield) and both weaponspeedmult and leftweaponspeedmult are reporting correctly.
The version that uses internal weapon speed fixes will be available as the 1.05 version. I will try to keep this version up to date also, but people really should use the main version to avoid issues.
PLEASE DO A PERK RESET IF UPDATING FROM THE NONFIX VERSION.
Not how I would have handled single weapon fighting. There is no real emphasis on blocking or parrying which is a must, and single weapon fighting feels to similar to duel wielding in my opinion. Personally, I would have had a parry perk allowing you to get boosted attack speed and power attack damage after blocking with a single weapon, and other similar things. Make the single weapon fighting function more like a tactical duelist performing specific actions to get the upper hand and dealing precise devastating blows to enemies. Where duel wield is the fast berserker while sword and board is the defensive bastion the single weapon fighter is the middle ground rewarding weaving in and out of combat, parrying blows, and delivering precise strikes.
Hi. I have a problem, I use dual one-handed weapons, and I use perk the man of war, but the attack speed increases only for the right hand, that is, the speed of the left hand does not change. Is this normal?
I tried this with Vokriinator Black + Custom Skills Framework installed. No crash. It's definitely something else, and that something else should be the one doing the patch (like how Blended Skills did).
Tried playing with this mod for about 10-20 hours. :-/ sad to delete because something is causing weapon speed multipliers to randomly fluctuate between Super slow (like .2x) regular (1x) and super fast (like 1.9x, or 2.1x).
I'm using the most popular collection at time of writing Immersive & Adult Revision 78 (updated March 13 2023) and two other mods.
I'm sad to say that the process of unequipping both hands to unarmed, pausing, opening mMCM, scrolling to bottom of list, and using Weapon Speed Mult Fix to fix every 10-30 minutes is too much. This mod was so awesome other than the incompatibility.
I deleted your report. It it not a bug with this mod, but likely an incompatibility between that mod and mine. My mod works with Ordinator, as intended. I don't support other mods that I don't use.
Well, I mean, yeah there's an incompatibility, the problem I've been having is trying to figure out where and how. On their own, both mods work. When loaded together though... they ctd.
I've been trying to diagnose what specifically is causing the ctd but haven't had much luck. From what I can tell, that mod never touches ordinator, that version of blended skills was actually remade into that mod specifically to make it more compatible with other mods while the old version did touch ordinator. It uses the custom skills framework, and even in xedit, it doesn't show them touching the same records. The only actual conflicts I see in xedit for blended skills are with useep, and that's just several of the destruction runes, which this mod doesn't touch either.
So, truthfully, I'm at a loss of what the problem could be. It's a very... strange thing, there's not even a crash log I can look at. The last remaining theory I have is that the only potential thing both mods touch is the perk trees but in different ways. Since blended skill functions based on how many perks are in what tree. So, for example... some perks points in destruction and one-handed weapons both will allow the player to take one of the blended skills perk that correspond to it in its custom skills menu,. Outside of that... I don't know, maybe some old code from when blended skills relied on ordinator? Depends on if the blended skills author repurposed the work they already did and missed a spot or if they remade it from the ground up.
I've also asked the blended skills author for insight and am currently awaiting a response while I continue reading over each mod to see where the potential issue could be. It's a mystery, but I am determined to uncover the cause.
I'm gonna try to look over their script files, maybe that'll lead me to the answer. I'll let you know if I've resolved it. This way if someone comes around with the same problem, they'll know what happened.
Sorry if I came off as rude. I actually had to move my Skyrim install since I needed room and haven't played in a bit, otherwise I'd mess around with it. I saw your other report in the Blended Skills comments. If there's anything I can change to make it work that's minimally invasive/advanced, I'd be glad to do it.
Edit: That mod looks awesome so yeah I'd hate for anyone to miss out on my mod because it doesn't work with that one.
It's cool~ I've informed the blended skills author so hopefully they're looking into it. ^-^ An update if you're curious though, I narrowed down the thing that triggers the CTD. It's this script in blended skills:
ReClass_IntCSF.pex
Apparently, something in that script while combat styles is enabled causes a ctd. Which makes the mystery even stranger because... I'm pretty sure this script is just there to enable the custom skills framework portion of the mod. Meaning, without it... the mod doesn't function. It's... a very odd thing, honestly.
I'm experimenting a bit, trying to further narrow down the exact cause, but it's slow-going since I'm a bit outside of my element. But eventually, either I'll figure out a solution or blended skills author will update their mod. ;u;
Alright so here's my update for tonight, but I need to wrap things up for the night.
I've uploaded a (still ugly, but functional) patch to Blended Skills for this mod. The CTDs are caused when the SKSE function GetPerks (from the ActorValueInfo script) gets called on the one-handed tree with Ordinator - Combat Style's edits.
What I had to do to prevent the CTDs was recreate the perk tree in the Creation Kit and not using another tool like the PerkTreeUI tool in sseedit. I'm not sure why that fixes things, but it does. It also explains why the perk tree is still ugly in the patch I provided. I just didn't have enough time to tweak it in the CK, load it up in game and make adjustments to pretty it up.
Alasyre, I've updated the patch to have the correct perk tree design that you made for this mod. The patch only edits your mod directly so feel free to use it however you want and if you see any mistakes please let me know
Edit: After making the patch for Vokriinator Black, I'd like to clarify that I've found out that PerkTreeUI is not the source of the issue. I'm still not completely sure on the details, but it's something about the connections between the perks that is causing the CTD. Removing the perk tree connections and recreating them fixed things for Vokriinator Black, and I used PerkTreeUI during the process
Sorry to resurrect an old dead thread @istayzoomin, but after the patch you created fixed OCS for me, installing Vokriinator Black after it seems to result in the same issue. I believe this is because Vokriinator Black unfixed the problem your patch fixed, but since the perks are "different", I can't simply load your patch after VB because it still crashes.
As someone with next to no scripting/modding experience at all, how would I go in and fix this issue?
This mod causes CTD upon new games, both the ESL and non-ESL variant. I got it for Vokriinator but even with that disabled it still causes CTD. I checked the records in xEdit and it only overwrites Ordinator as it should. I also have Weaponspeedmultfix or whatever installed. Unsure what to do, maybe something to do with the bashed patch perk stuff? Really at a loss here.
In case you are still having this problem, the error has been found and fixed, but the patch was uploaded to a different mod. See SionCross' comment and replies down below to find a link to Blended Skills, which has a patch that fixes this issue.
I have the same problem as the previous commenter. CTD when trying to install Vokriinator. My crash logger isn't generating any logs. No Blended skills installed.
In case you are still having this problem, the error has been found and fixed, but the patch was uploaded to a different mod. See SionCross' comment and replies down below to find a link to Blended Skills, which has a patch that fixes this issue.
Third'ed. Created a bug report. I wonder if it's a problem with this mod interacting with other mods, even if this one's only supposed to interact with Ordinator.
EDIT: OKAY! So I used the patch that was discussed down below for Blended Skills and that did the trick. So yeah, it's a problem in one of your scripts, as you mentioned. Probably best to link to that file on this mod, if possible. I will update the bug report.
1. The slow time effect on power attack sometimes persists for that NPC, placing them in slow-motion until I end their pain with a swift kick to the kidney.
2. The % chance of lethal damage for the two associated perks is far too high. With how fast the 1h swing speed becomes, even 1% might be a little high. Something like 1% when the enemy is slowed and .25% or .5% otherwise would be more reasonable.
Fair enough. I also think that the speed bonuses of 20/40% are OP and should probably be halved. Like you said, I can (and did) change those in Xedit to suit my preferences, but the slow-time bug was a deal breaker for me. Any chance of a version without that effect? I'm not sure how to remove it in Xedit without breaking the mod.
It happens quite a bit in my game. Every third or fourth enemy (assuming that they're using power attacks). I do not have the slow-time perk from the block tree. Made sure I had no other perks than the ones from this mod when I tested it. I DO also have these Ordinator addons:
- Hidden Smithing Specialization Perks - Throne of Nirn Improved - Jzargo Expert Destruction Dialogue - Yet another Ordinator Tweak with a side of Vorkii - Unbind Spellscribe - Scrambled bugs compatibility - SPID addon - Buffed frenzy and fear poisons - Honed metal .ini
123 comments
The version that uses internal weapon speed fixes will be available as the 1.05 version. I will try to keep this version up to date also, but people really should use the main version to avoid issues.
PLEASE DO A PERK RESET IF UPDATING FROM THE NONFIX VERSION.
I'm using the most popular collection at time of writing Immersive & Adult Revision 78 (updated March 13 2023) and two other mods.
- This mod
- Weapon Speed Mult Fix
I'm sad to say that the process of unequipping both hands to unarmed, pausing, opening mMCM, scrolling to bottom of list, and using Weapon Speed Mult Fix to fix every 10-30 minutes is too much. This mod was so awesome other than the incompatibility.
I've been trying to diagnose what specifically is causing the ctd but haven't had much luck. From what I can tell, that mod never touches ordinator, that version of blended skills was actually remade into that mod specifically to make it more compatible with other mods while the old version did touch ordinator. It uses the custom skills framework, and even in xedit, it doesn't show them touching the same records. The only actual conflicts I see in xedit for blended skills are with useep, and that's just several of the destruction runes, which this mod doesn't touch either.
So, truthfully, I'm at a loss of what the problem could be. It's a very... strange thing, there's not even a crash log I can look at.
The last remaining theory I have is that the only potential thing both mods touch is the perk trees but in different ways. Since blended skill functions based on how many perks are in what tree. So, for example... some perks points in destruction and one-handed weapons both will allow the player to take one of the blended skills perk that correspond to it in its custom skills menu,. Outside of that... I don't know, maybe some old code from when blended skills relied on ordinator? Depends on if the blended skills author repurposed the work they already did and missed a spot or if they remade it from the ground up.
I've also asked the blended skills author for insight and am currently awaiting a response while I continue reading over each mod to see where the potential issue could be. It's a mystery, but I am determined to uncover the cause.
I'm gonna try to look over their script files, maybe that'll lead me to the answer. I'll let you know if I've resolved it. This way if someone comes around with the same problem, they'll know what happened.
Edit: That mod looks awesome so yeah I'd hate for anyone to miss out on my mod because it doesn't work with that one.
I've informed the blended skills author so hopefully they're looking into it. ^-^
An update if you're curious though, I narrowed down the thing that triggers the CTD. It's this script in blended skills:
ReClass_IntCSF.pex
Apparently, something in that script while combat styles is enabled causes a ctd. Which makes the mystery even stranger because... I'm pretty sure this script is just there to enable the custom skills framework portion of the mod. Meaning, without it... the mod doesn't function. It's... a very odd thing, honestly.
I'm experimenting a bit, trying to further narrow down the exact cause, but it's slow-going since I'm a bit outside of my element. But eventually, either I'll figure out a solution or blended skills author will update their mod. ;u;
I've uploaded a (still ugly, but functional) patch to Blended Skills for this mod. The CTDs are caused when the SKSE function GetPerks (from the ActorValueInfo script) gets called on the one-handed tree with Ordinator - Combat Style's edits.
What I had to do to prevent the CTDs was recreate the perk tree in the Creation Kit and not using another tool like the PerkTreeUI tool in sseedit. I'm not sure why that fixes things, but it does. It also explains why the perk tree is still ugly in the patch I provided. I just didn't have enough time to tweak it in the CK, load it up in game and make adjustments to pretty it up.
Edit: After making the patch for Vokriinator Black, I'd like to clarify that I've found out that PerkTreeUI is not the source of the issue. I'm still not completely sure on the details, but it's something about the connections between the perks that is causing the CTD. Removing the perk tree connections and recreating them fixed things for Vokriinator Black, and I used PerkTreeUI during the process
As someone with next to no scripting/modding experience at all, how would I go in and fix this issue?
EDIT: OKAY! So I used the patch that was discussed down below for Blended Skills and that did the trick. So yeah, it's a problem in one of your scripts, as you mentioned. Probably best to link to that file on this mod, if possible. I will update the bug report.
1. The slow time effect on power attack sometimes persists for that NPC, placing them in slow-motion until I end their pain with a swift kick to the kidney.
2. The % chance of lethal damage for the two associated perks is far too high. With how fast the 1h swing speed becomes, even 1% might be a little high. Something like 1% when the enemy is slowed and .25% or .5% otherwise would be more reasonable.
As for the lethal damage percentages, feel free to modify the chances in xEdit to suit your tastes. I will not be changing it for this mod.
Is the bug happening a lot? I rarely have issues with it. Do you have the slow time perk from the Block tree?
- Hidden Smithing Specialization Perks
- Throne of Nirn Improved
- Jzargo Expert Destruction Dialogue
- Yet another Ordinator Tweak with a side of Vorkii
- Unbind Spellscribe
- Scrambled bugs compatibility
- SPID addon
- Buffed frenzy and fear poisons
- Honed metal .ini