Skyrim Special Edition
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Created by

iggyluer

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Holaholacocacola

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About this mod

Zedit patcher(or SPID add-on) to apply speed buffs and penalties to actions depending on the types + amount of armor npcs wear in addition to their skill mastery.

Requirements
Permissions and credits
Changelogs
Description

I'm a big fan of tabletop rpgs and crpgs as well. One mechanic I really like in those games is how the more armored you are, the more it affects your actions like running, casting, attacking etc. While I do like skyrim, it is no where near being a traditional rpg and makes me miss those mechanics. In skyrim I have to put up with watching overweight heavy armored archers legolas-ing me and running away like usain bolt. And things like battlemages rapid casting spells at level 1!  That should not be possible and thanks to  zedit we can try to address the problems in a way that is compatible with all load orders. 

So what does this do?


This applies speed penalties to actions to all npcs(playable races excluding ghosts) to limit the rate at which they perform combat related actions. 

Debuffs


  • Light/Heavy Armor will decrease movement speed by (4/6) % per piece maxing at 16/24%.
  • Light/Heavy Armor will increase spell costs by (8/12) % per piece maxing at 32/48%.
  • Light/Heavy Armor will decrease attack speed by (3/5) % per piece maxing at 12/18%
  • Light/Heavy Armor will increase bow draw and crossbow reload time by (8/12) % per piece maxing at 32/48%
In addition to these, the following buffs are added to diversify encounters a bit:

Passive Buffs

  • + 1.5/3/4.5/6.0% permanent movement speed granted at light armor skill levels 20/40/60/80.
  • + 3/6/9/12% permanent movement speed granted at heavy armor skill levels 20/40/60/80.
  • + 4/8/12/16% draw/reload speed granted at marksman skill levels 20/40/60/80
  • +  5/10/15/20% attack speed with two handed weapons granted at two handed skill levels 20/40/60/80.
  • + 2/4/6/8% attack speed at one handed skill levels 20/40/60/80.
  • The player passively gains heavy/light armor experience while moving with at least 3 pieces of the armor type equipped.

    Spell casting reduction costs have also been added to help with battlemage builds: Thanks to Takahrin for the idea!

- 5/10/15/20% spell restoration spell costs at restoration skill levels 20/40/60/80
- 5/10/15/20% spell conjuration spell costs at conjuration skill levels 20/40/60/80
- 5/10/15/20% spell alteration spell costs at alteration skill levels 20/40/60/80
- 5/10/15/20% spell destruction spell costs at destruction skill levels 20/40/60/80
- 5/10/15/20% spell illusion spell costs at illusion skill levels 20/40/60/80
All passives are gained as an actors skill levels grow and aren't tied to perks.
Example
Bandit Chief[Lvl 1]
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      Equipment:
    E(iron armor)
            E(iron helmet)
            E(fur gauntlet)
            E(Iron Greatsword)
      Skills:
           Heavy Armor :17
           Light Armor: 20
           Two-Handed: 21

With the above equipment  they would experience the following debuffs:
      -16% movement speed
      -13% attack speed
      -32% draw/reload speed
     +32% spell costs 

With the above skill levels they would experience the following buffs:
     +1.5 movepeed(light armor mastery)
     +5% attack speed with two handed weapons(Two handed weapon mastery)

This totals to:
   - 14.5% movement speed
   - 8% attack speed
  + 32% draw/reload speed
  + 32% spell costs 



Bandit Chief[Lvl 20]
Spoiler:  
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      Equipment:
    E(iron armor)
            E(iron helmet)
            E(fur gauntlet)
            E(Iron Greatsword) 
      Skills:
           Heavy Armor : 39
           Light Armor:  43
           Two-Handed: 61

With the above equipment  they would experience the following debuffs:
      -16% movement speed
      -13% attack speed
      -32% draw/reload speed
     +32% spell costs 

With the above skill levels they would experience the following buffs:
    + 3.0  movement speed(light armor mastery 2)
    + 3.0  movement speed(heavy armor mastery 1)
     + 15% attack speed with two handed weapons(Two handed weapon mastery 3)

This totals to:
   - 10% movement speed
   + 3% attack speed
  + 32% draw/reload speed
  + 32% spell costs 

You can view current debuffs under the active effects menu

Installation(Zedit)
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        1. Install the mod the usual way, and activate ActionSpeed.esp in your load order. ActionSpeed.esp can go wherever you want in your load order.
        2. Install zEdit 
        3. Add the patcher to zEdit
            - Open zEdit.
            - In the top right is a button that looks like 3 little cubes, click it and it will show a list of currently installed patchers.
            - Click to install a new patcher.
            - Find and select the ActionSpeed patcher (its wherever you installed the mod inside a folder called "zEdit patchers")
            - Restart zEdit
       4. Run the patcher. The patcher needs to be run AFTER you've already built your bashed patch
            - Load your full load order* into zEdit, including ActionSpeed.esp. The position of the ActionSpeed esp does not matter.
            - *If you have >254 plugins you can use the synthesis loader, or the upf plugin generator
            - In the top right is a button that looks like a jigsaw puzzle, click it to see a list of installed patchers.
            - Build the Action Speed patch, it will take about 3 minutes and creates an esp called "action_speed_patch.esp".
            - Exit zEdit saving the newly created patch esp.
      5. Play the game
            - Both ActionSpeed.esp and action_speed_patch.esp need to be active in your load order.
            - ActionSpeed_patch.esp needs to be after all mods it is patching in your load order.


                                                                                                             Installation( SPID)
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1. Install spell perks item distributor
        2. Install the optional spid supported archive and activate the esp


Compatibility
Generally this should be compatible with all mods because its a patcher. In general, if a mod uses vanilla values for attack speed buffs(i.e not basing values off attack speed framework) then it will be incompatible is using the attack speed debuffs.
I used the following mods when testing and highly recommend using them in conjuction with this:

Bug Fixes SSE
Realistic Movement Speed
Speed & Reach fixes
Know Your Enemy/Armor 
True Renaissance Economy

Alternatives
Action Speed X

FAQS

1). Can I disable some mechanics?
      Yes. Quickest way would be to go into the patcher(index.js) and remove the perks you don't want distributed. 

2). Does this affect monsters?
     Not at the moment but monster actors can easily be supported.

3.) Some of the numbers are too small/large. Can you adjust them?
     Sure. Post your ideas in the forums 


Special Thanks:

I would like to take time to thank the following users/groups:





And everyone on the skyrimmods development discord for feedback and advice on implementation (ws, yggdrasill, po3)