The mod you mentioned doesn't fix the doubled footstep sounds when sprinting, while this mod does. This also keeps the temporary slowdown when drawing or sheathing weapons instead of removing it completely, so it also depends on preference what mod you chose. I don't think i'm flooding the nexus, since when I first uploaded this mod there were no other fixes for this issue, apart from one that only fixed sheathing weapons while sprinting but not when drawing, equipping a torch, shouting, sneaking etc.
yes it's needed, one person makes and another person improves. People who do these fixes are most time aware about similar fixes and other offerings. It's up to the user to read description and decide what they want
Heyo! I have a similar issue some had way down in the comments before. This fix works for mostly all my one handed and bow, but for some reason two handed has that issue for certain weapons (like the SCythe weapons). I'm assuming it's an Animation "conflict?
What weapon/animation mod are you using? This definitely works for vanilla two handed weapon animations and for the few animation replacers that I've tested, so to determine the issue I'd have to know the exact one you're using
I'm using it with Stances, and yes I think it's an animation replacer cause I have four options for it, and it only happens to two of them. I didn't write down which one it is, but after I get back from work today I will definitely find out which one it is.
Okay an update. So I figured out which animation, unfortunately I did not write down the name of the animation (it wasn't meant for scythe, but looks okay for scythe's so I added it in). I found two workarounds though. Switch weapon to 1H or another 2H or unarmed, or just save (NOT quicksave) and reload. Thanks for the fix and help!
first off, thank you for taking the time to both do the work of making a mod AND the work of sharing it with the modding community. sincerely appreciate your time, effort, and sharing. =)
second, I'm trying to wrap my head around the problem this mod is solving. specifically, Bug Fixes SE has been my standard default the last few years for addressing this problem - it has a movement speed fix as part of it's collection that I thought was fixing the issue described.
however, I also see (based on previous replies) that you've evaluated some other existing fixes to this issue and determined they didn't cover all the cases.
any chance you've had a chance to peek at Bug Fixes SE? would love to know if you think that mod and this one address the same issue, or if this one covers scenarios not covered by Bug Fixes SE's movement fix.
(I'd like to think I'd have noticed in my previous plays, but when you're playing something heavily modded your brain kinda adapts, ya know?)
Bug Fixes SSE fixes a different bug related to movement, not the one fixed by this mod. It makes things that change the movement speed of the player or NPCs (such as modifying the SpeedMult value) apply instantly instead of waiting for the movement type to change.
They do work together, but both mods fix the same bugs apart from one related to footstep sounds. Sprint Sneak Movement Speed Fix is a bit different since it completely removes the slowdown when drawing or sheathing weapons, while this mod keeps it during the draw/sheathe animation. You should only use both if you prefer the complete removal of the slowdown but still want to keep the double footstep sound fix included in this mod.
Hello. Seems to want to overwrite some Vanargand animations, One Handed Mid Stance that is. For now I let Vanargand win over it, what's the best way to go for using both that and this?
[alias Player on quest SprintFixes (FE0A0800)].SprintFixes.OnObjectUnequipped() - "SprintFixes.psc" Line 42 [07/03/2023 - 02:52:16PM] warning: Assigning None to a non-object variable named "::temp15" stack: [alias Player on quest SprintFixes (FE0A0800)].SprintFixes.OnObjectUnequipped() - "SprintFixes.psc" Line 42 [07/03/2023 - 02:52:18PM] Error: Cannot call IsShield() on a None object, aborting function call
This two keep appearing in the papyrus script and keep repeating, What are they?
I've fixed both of the errors in the newest update. The first error was caused by the player reference sometimes being invalid during the OnAnimationEvent and the other one was because I didn't check if the unequipped item was of armor type before checking if it was a shield
True, because in my opinion this is one of the most infernal bugs of all time, in fact.. thinking well, there is another.. It is when we change greatswords to Bows, and then there is a bug in the animation, but I believe this is related directly to the game behavior.
Currently I'm using Slow Sprint Fix, but it is compatible with nemesis only, it works similar to your mod.
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Do we really need to be flooding nexus with multiple files addressing the exact same issue?
first off, thank you for taking the time to both do the work of making a mod AND the work of sharing it with the modding community. sincerely appreciate your time, effort, and sharing. =)
second, I'm trying to wrap my head around the problem this mod is solving. specifically, Bug Fixes SE has been my standard default the last few years for addressing this problem - it has a movement speed fix as part of it's collection that I thought was fixing the issue described.
however, I also see (based on previous replies) that you've evaluated some other existing fixes to this issue and determined they didn't cover all the cases.
any chance you've had a chance to peek at Bug Fixes SE? would love to know if you think that mod and this one address the same issue, or if this one covers scenarios not covered by Bug Fixes SE's movement fix.
(I'd like to think I'd have noticed in my previous plays, but when you're playing something heavily modded your brain kinda adapts, ya know?)
[07/03/2023 - 02:52:16PM] warning: Assigning None to a non-object variable named "::temp15"
stack:
[alias Player on quest SprintFixes (FE0A0800)].SprintFixes.OnObjectUnequipped() - "SprintFixes.psc" Line 42
[07/03/2023 - 02:52:18PM] Error: Cannot call IsShield() on a None object, aborting function call
This two keep appearing in the papyrus script and keep repeating, What are they?
Currently I'm using Slow Sprint Fix, but it is compatible with nemesis only, it works similar to your mod.