Skyrim Special Edition
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IsharaMeradin

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  1. IsharaMeradin
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    Updated my game to 1.6+ and confirmed that this mod still works as intended.
  2. IsharaMeradin
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    A bit of back story is needed perhaps. When playing the game, I enjoy walking in towns and even walking down the roads. It makes no sense that one could run all across Skyrim from Riften to Solitude via running without tiring out. Mouse and Keyboard have the ability to switch between walk and run whenever one wants. Controllers do not as they are intended to utilize stick pressure to achieve the same. However, it is not possible to maintain the same stick pressure for long unless fully pressed. Thus this mod is born. Its purpose is for immersion, role play and "quality of life" reasons. This mod may not be for everyone and that is understandable.
  3. jimbowlby
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    the only way i can get it unstuck is to go back to a previous save which i hate because then i have replay what i already played
    1. IsharaMeradin
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      I haven't been able to replicate the issue that others have reported with getting stuck.  I suggest you try the console workaround that they have used.
      player.forceav speedmult 100
    2. jimbowlby
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      already did and now i did a save where it was working but if i fast traveled it locked up again so i went to that save and quit to desktop uninstalled went back played a whole quest quit reinstalled and restarted my game as soon as went to walk mode it stuck there
    3. IsharaMeradin
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      Unfortunately, I have not been able to replicate any of the issues users have stated about the mod getting stuck in the walk state.  It is possible that another mod might be interfering.  Does the issue appear if you start a new game with this mod and its requirements as the only mods installed?
  4. IVANLEAL
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    Very good, but I couldn't change the shortcut key, probably because I use Kontrol to change gamepad shortcuts. Using the mod as you did worked, but I can't change it to 266, which corresponds to the DPAD UP code. On the console the message appears without errors, but the key does not work.

    Edit: I actually managed to change the button, but the speed didn't change and the character was always walking. I discovered (or it was obvious) that if I change from walking to running or the opposite, I need to press the sprint button for the change to take effect. For example, if I change just by pressing the hotkey it doesn't change anything, but as soon as I start a sprint the change takes effect. I also created two text files in notepad and placed them in the game folder, one with the name ''walkFix'' and the line ''player.forceav speedmult 100'' to use the easier ''bat WalkFix'' and the other to turn off the mod with the line set ''abim_CWRT_ShutDown to 1'' called ''WalkOff''. An MCM menu would be greatly appreciated.

    I think it's important to mention that I use the Kontrol , which uses LB as hotkey combination and LB is precisely the sprint key and I also use the Gamepad Sprint Fix.
  5. AugnierCalyenin
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    You deserve a cape cause you're a real hero, thanks for this mod!
  6. I found out that you can destroy the mod by pressing the right d-pad button while you are in combat pose (unsheated weapon/spells).
    It happened to me two times, and when it happens you are stuck in walking speed forever. The right d-pad doesn't toggle walk-trottle anymore or maybe it does but the trottle speed is just the same as the walking speed. Also it gets memorized in the save file so restarting the game doesn't fix it.
    If this happens to you you must open the console and type the command:

    player.forceav speedmult 100

    I solved this way. My PG is again able to run and the walking-running toggle with the right d-pad is also still working.
    1. The logic in place says that that should not happen.  However, I will check it out.

      EDIT:  I tested this out.  I can sort of replicate it but it does not last.
      If the d-pad right is pressed while weapon is out and the player has already entered walk mode, nothing happens.  The player will still run with weapon out and go back to walking when sheathed.

      If the d-pad right is pressed while weapon is out and the player is still in default run mode, the player moves to a walk with weapon out.  Sheathing the weapon keeps the player in walk mode.  Drawing the weapon again toggles back to run and the mod keeps working as intended.

      Is there a specific scenario or specific order of key presses and actions that causes this?
    2. Honestly I have no idea of what buttons I pressed in the chaos of the battle! But I know I pressed the right d-pad at some point and when the fight was over I was stuck in walking speed. Later I tried everything but had to use the console in the end to return at normal speed. If it happens again I will try to remember what actions I have done before.
    3. tcbflash
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      Since using for the last week or so, i have also experienced this issue (twice I think?) Never when just using the toggle while peacefully jogging and toggling back and forth... But only when mixing in other confusion at the same. Like the other guy, I can't say specifically what I pushed, but definitely multiple things at once, and did get stuck in slow speed... And yes,
      " player.forceav speedmult 100 "
      did fix it.
      ~dan
  7. tcbflash
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    Just discovered this, PERFECT! downloaded... Looking forward to trying it in tandem with my own mod "Running Stamina Cost"
    https://www.nexusmods.com/skyrimspecialedition/mods/96960
    ... If all goes well it will mean your mod will then be for more than just immersion, it will be to catch your breath! :-)

    Thanks for your work!
    ~dan

    UPDATE - Darn... Your mod works as advertised, but as far as synchronizing with mine, the stamina still drains as if i was running, when using the forced "walk" toggle from your mod. I'm guessing because you achieved the "walk" by adjusting the player speed multiplayer, so since it's not the actual (vanilla) "walk" toggle, my mod doesn't recognize it as "walking" :-(  I was so excited too... If i get it to jive somehow I'll report back... Regardless, your mod is sweet, thank you again.

    UPDATE 2 - FINALLY got it patched up with mine, and working like a charm. It's very cool, jogging til the stamina gets low, hit that right crosspad... Walk for a bit to regain stamina... Hit that crosspad again, back to jogging... Very immersive and realistic feel. 
    ~dan
    1. IsharaMeradin
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      Glad you got something working.  Mind if I ask how you did it?
    2. tcbflash
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      Only way I could find was putting a condition on my stamina drain spells, requiring >x speedmult. (I sure tried a lot of wrong ways before I got it right though, lol)
    3. tcbflash
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      There is one recommendation I would make for your mod, at least on my setup the 0.25 speedmult seemed way too slow for the character walk toggle... I changed it to 0.50 for my taste, for a brisk walk... but maybe somewhere in between would work, or even a few options (0.30, 0.40, 0.50). 

      Im going to update my mod to automatically come with the speedmult conditions on it, with >0.60 as the requirement, so anything<0.60 will be safe, at least for that purpose.

      When I update, I'll be putting a link and recommendation for your mod as well! People who use them together I think will be extremely pleased! 

      EDIT -UPDATE - I've now updated my mod to be fully compatible with yours. (I've also added an optional file which REQUIRES yours, which tweaks the walk speed from 0.25 to 0.50)

      Thank you again for this awesome mod.
      ~dan
    4. IsharaMeradin
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      I have thought about this before.  Just haven't taken the time to do it.  It might be better in the long run to modify this mod to send an SKSE mod event when walk gets toggled.  Thus other mods could register and listen for that event and adjust behavior accordingly.

      As far as the speed rate goes, since the value is already configurable via console, I see no need to provide other variants with different values.  If anything, an MCM could be added.  But I'm leaning towards creating a singular MCM for several mods rather than each mod having its own.  Just need to decide to do it and then actually do it.
    5. tcbflash
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      Right on, that sounds great (i also just added a short 2 minute video of our two mods working together, on my mod page, do you want me to add to yours as well? If users can add video to others pages? I'm not even sure...)
      ~dan
  8. BZero232
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    Hey ! Great mod ! However I would have a suggestion for the mods, it would be to add the possibility of choosing between the current version where you activate the "walk" mode by pressing a button and another version where you can activate  the "walk" mode by using lesser power.
    1. IsharaMeradin
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      Personally, I do not want to pursue the use of a lesser power.  While it may be feasibly possible, the scripting would need to be redone from scratch for the most part to accommodate the use of a magic effect script.
    2. BZero232
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      Ah ok I see. Thank you for the answer !
  9. Thingamajig
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    I really like this mod - it sorta emulates how running/sprinting works in more moderns games like Red Dead Redemption 2.

    A few issues/suggestions though:

    1. its a tad delayed. For example if i press sprint, my character is sprinting at "walk speed" for a second or two prior to actually sprinting, likewise when i get my weapon out, the transition is not as immediate as i'd like. I assume this is because it utilizes scripts. Maybe Dynamic Animation Casting NG Could prove useful to improve the responsiveness of this mod?

    2. it would be good if my character does not walk at all when in combat, regardless of whether they've got weapon drawn.

    3. having it  go back into a "walk" state again if the character is already walking (Say, for five seconds) would also be great, for example, i like to make my character walk by moving the controller stick half way, when it detects this state for five seconds, put it in a walk state so i can then use the full stick range and still continue walking.

    just a few suggestions/issues i thought i'd mention. Many thanks for the mod.
    1. IsharaMeradin
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      @1  It does rely on scripts and there isn't anything script wise that can be done to improve upon the delay.  I do not see how Dynamic Animation Casting (NG or otherwise) would resolve this.  Ideally, one would not sprint from the walk state.  One should toggle off walk so that they are actually running and then sprint.  The code is there to adjust it should one sprint while in walk mode, but it is not intended for one to permanently stay in walk mode.

      @2  Since OnCombatStateChanged does not work for the player character, another method had to be devised. Given that the majority of players would draw a weapon or spell to fight with, that was the chosen method.  Again, walk mode can be manually toggled off at any time.

      @3  Not possible as far as I know.
    2. Thingamajig
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      Sorry my mistake, i meant Skyrim Platform, not Animation casting.

      Skyrim Platform would likely mitigate alot of the slowness papyrus is responsible for and just overall be better suited for a control-based modification where responsiveness is key
    3. IsharaMeradin
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      If you can get something working with that Skyrim Platform, feel free.  I have no desire, honestly, to basically redo this mod from scratch in order to utilize something that may or may not make it "better".
  10. nat90
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    Hello,

    I would like to make a patch between this mod and Cardio for the same reasons mentioned a little before, does anyone know how to do it ?

    Thank you.

    edit: I read IsharaMeradin's answer but I don't know how to do it.
    1. IsharaMeradin
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      I have no idea what the other person may have done in order to patch the two.

      I only mentioned to them that the other mod should be able to check that the speed multiplier is greater than or equal to 100 before draining stamina.  That was enough to get them to make their own patch.  One could hope that they might see the replies as well and share their method with you.
    2. nat90
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      ok, thanks for responding. I hope to fix this problem myself because they are both excellent mods.
  11. Darmawan47
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    Hello, I've been using this mod and cardio SE 3.0 that can drain stamina while Im running (not sprinting). The problem is, my stamina still draining even when i switch to walk mode, that wasn't supposed to happen because that cardio mod only supposed to drain stamina when i'm running. Pls help me, im sorry if someone in this forum has already discuss about this. oh im sorry for my english too! :)

    Thanks for the mod! i really like to explore skyrim with better immersion.
    1. IsharaMeradin
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      "Walk mode" is technically running.  The speed multiplier is adjusted such that your max speed is at a reduced rate and thus the character appears to be walking instead of running.  This is why the other mod continues to drain your stamina.

      The other mod should be able to check that the speed multiplier is >= 100 before draining stamina.
    2. Darmawan47
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      Wow! appreciate for your quick-rep and also your suggestion about changing the function, I've managed to make my own compatibility patch between cardio mod with your mod. I didn't expect this will work, because it's my first time touching SSEEdit but I see during gameplay my stamina doesn't draining anymore when I switch to walking mode. Thanks to you and also your mod ofc! :)

      EDIT : and also my stamina depleted only when running and sprinting as they supposed to be.
    3. nat90
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      Hello,

      I would like to make the same patch, does anyone know how to do it ?

      Thank you.
    4. nat90
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      .
  12. AcepheloSE
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    I had trouble getting this to work with just USSEP and Alternate Start, but when I set the abim_CWRT_HK variable to Caps Lock (58) that did it. It woudln't work if I mapped it to any of the controller inputs for some reason. I'm using a PS4 controller though.

    I just thought I'd mention it here in case anyone else runs into something similar.

    It's working with my 83 other mods enabled now too, so that's awesome, thanks IsharaMeradin!