Skyrim Special Edition
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MaybeAsrak

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MaybeAsrak

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Behavior file edit for werewolves and dragons that makes their attacks scale with weaponspeedmult

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New in version 1.1, I use Noah's new mod so that you don't need to mess around with animation variables and can just use weaponspeedmult AV as normally to scale the weapon attack speed. Obviously Noah's mod is required now and a super huge shoutout to their awesome mods. I have not regenerated the mesh file yet so for now nemesis is required even if you don't use other creature behavior mods. 



Leaving below just in case anyone still wants to use the old ways (its also compatible with noah's mod):

For 1.0 Only:

Edits werewolf and dragon behavior files so that you can scale the animation speed ("attack speed") of both player and/or NPC werewolves/dragons via multiple ways.

If you are a mod user, you probably don't need to read all of this but you can change/set some of these booleans using the SGV console command.

Compatibility:

If you have any other mods that edit the werewolf or dragon behavior file, you will have to use nemesis and the nemesis creature compatibility patch which I've marked as required (if you don't have any other files that edit the werewolfbehavior.hkx or dragonbehavior.hkx file, you don't have to run nemesis or download the patch)




1) Boolean graph variables

8 different boolean graph variables you can set (that will stack with all the other options linearly) to influence the attackspeed:

werewolfbonusattackspeedtenpercent
werewolfbonusattackspeedtwentypercent
werewolfbonusattackspeedfortypercent
werewolfbonusattackspeedeightypercent

werewolfbonusattackspeednegativefivepercent
werewolfbonusattackspeednegativetenpercent
werewolfbonusattackspeednegativetwentypercent
werewolfbonusattackspeednegativefortypercent


Advantages:

You can set these via papyrus, console, or perk
Cover most "reasonable" attack speed changes

Disadvantages:

Hardcoded values
Using the set boolean graph variable perk entry point has its own weirdness (No easy way to set the boolean to false even if you remove the perk, so this method is better for semi-permanent attack speed changes/values)

2) Float graph variable (setting to 0.5 will cause +50% attack speed, -0.5 will be -50% attack speed relative to base speed)

fWerewolfAttackSpeed

Advantages:
Single float variable that you can control via papyrus


Disadvantages:
Can't be set by perk entry points

3) Using weaponspeedmult AV (have to also set werewolfweaponspeedmult, a boolean graph variable, to true for this to work AND be using an unarmed weapon separate from the default unarmed one)

Advantage:
Can use spells/abilities/enchantments etc. to scale weapon speed dynamically

Disadvantage:
Because of engine restrictions, the default unarmed weapon from any actor will not benefit from weaponspeedmult, so you have to force the werewolf to equip the brawl weapon (form id 1f4) which may have its own set of issues regarding reach and damage that I haven't fully explored 

(hopefully an enterprising SKSE plugin dev will save us from all the annoyances that come from not being able to just use weaponspeedmult from the get go)




I've added an additional file which is the same except for dragons. All the variables are named the same but with dragon instead of werewolf