Hello everyone! I've managed to get the mod working for 1.6.640
Please let me know if this works for you.
EDIT Dec 6th 2023: I see there was another update to Skyrim, I have not yet had a chance to see if the mod "just works" yet. Will probably take a look this weekend, in addition to looking into taking a pass at fixing the run-to-walk inertia.
Hello everyone. I hear there's some issues with the new update. I won't have time for a couple days to take a look. I'll keep you posted, but for now it's only working with 1.6.353
EDIT: update, still haven't had a moment to look at it. IRL stuff has kept me busy. Sorry folks...
EDIT 28th November, 2022: I've made some progress updating the DLL to not look for player key inputs, which may help with controller issues. Still haven't found the root cause of the new 1.6.x version issues.
Hi author. Your two downloads say the same: "This was built using the AE address library for 1.6.x (use this for 1.6.353 and earlier, or anything before the late 2022 update)." Neither of them appear to work for v1170. MO2 flags a warning on both versions. UPDATE - solved as Nexusmandudemandude kindly pointed out!
Bro, have you checked if it works for the Special Edition (version 1.6.640, precisely, which is currently the latest version), because the original mod development has stayed with a lower version of it (Skyrim SE)?
The main problem is I just don't really know how yet. This mod was just made as a direct port of the original (because I realized a port would never happen on its own since the original author has stepped away from modding). I unfortunately don't have as much time to put into modding as I would like.
For some reason in the opening scene when the imperial commander tells me to step to the block, it'll like skip the entire walk and speedrun to the block and it won't CTD at this point but afterwards when Alduin lands and I escape the block I'll get to Hadvar and when Alduin either lands or starts breathing fire the game will CTD. And yes, I do have the mods needed for this to work.
I've not been able to recreate this problem using any version of the game I have available (1.5.97, 1.6.353 or 1.6.640). I'll need some sort of log to figure out where the issue crops up or if it's related to this mod.
Hi, sorry for the long delay. I'm not sure how feasible that would be for me, at least in the short term. I've not had time to really look into mods lately. I did poke around at this and found that it would be pretty complicated compared to the existing mod code. The way this mod works is actually pretty simplistic: it takes the animation graph, specifically the directional vector, and interpolates it (while holding the walk button) rather than making it instantaneous (which is why going from run to walk slows down for a bit, but walk to run is instant).
I'm afraid there won't be something like this for a while (unless someone else picks up the code and figures it out. The source code is linked in the mod description if you know anyone who might be interested. I think the trickiest part would be avoiding conflicts with TDM).
Hi, amazing mod, but as you also wrote in the description I'm one of the people annoyed by the slowing down from running to walk. Can you please upload a version without it?
EDIT: or maybe add INI to toggle the slowdown from running to walking on and off?
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Please let me know if this works for you.
EDIT Dec 6th 2023: I see there was another update to Skyrim, I have not yet had a chance to see if the mod "just works" yet. Will probably take a look this weekend, in addition to looking into taking a pass at fixing the run-to-walk inertia.
Hello everyone. I hear there's some issues with the new update. I won't have time for a couple days to take a look. I'll keep you posted, but for now it's only working with 1.6.353EDIT: update, still haven't had a moment to look at it. IRL stuff has kept me busy. Sorry folks...EDIT 28th November, 2022: I've made some progress updating the DLL to not look for player key inputs, which may help with controller issues. Still haven't found the root cause of the new 1.6.x version issues."This was built using the AE address library for 1.6.x (use this for 1.6.353 and earlier, or anything before the late 2022 update)."
Neither of them appear to work for v1170. MO2 flags a warning on both versions.
UPDATE - solved as Nexusmandudemandude kindly pointed out!
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EDIT: all my testing has been done with intro skipping mods so far.
If you can can get a log from one of the crash dump mods that would also help.
I'm afraid there won't be something like this for a while (unless someone else picks up the code and figures it out. The source code is linked in the mod description if you know anyone who might be interested. I think the trickiest part would be avoiding conflicts with TDM).
EDIT: or maybe add INI to toggle the slowdown from running to walking on and off?