Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Placinta8

Uploaded by

placinta8

Virus scan

Safe to use

Tags for this mod

78 comments

  1. DeLaPoutana
    DeLaPoutana
    • premium
    • 5 kudos
    Isn't this literally what Sprint Sneak Movement Speed Fix does

    Do we really need to be flooding nexus with multiple files addressing the exact same issue?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      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.
    2. fibrewire47
      fibrewire47
      • supporter
      • 12 kudos
      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
  2. tonysuns
    tonysuns
    • premium
    • 3 kudos
    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?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      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 
    2. tonysuns
      tonysuns
      • premium
      • 3 kudos
      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. 
    3. tonysuns
      tonysuns
      • premium
      • 3 kudos
      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!
  3. qwertypol012
    qwertypol012
    • supporter
    • 75 kudos
    Does this fix also works for NPCs?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      Nope, it's only for the player character
  4. meyebr01
    meyebr01
    • premium
    • 3 kudos
    hey placinta8!

    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?)
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      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.
    2. meyebr01
      meyebr01
      • premium
      • 3 kudos
      ah! apologies! just noticed that I never  said thank you for your reply! THANK YOU! also, mod happily endorsed! =)
  5. mk999999
    mk999999
    • member
    • 2 kudos
    I think this fixed a pose when unsheating weapons during sprint for me, thanks.
  6. Dregenerate
    Dregenerate
    • premium
    • 4 kudos
    any overlapping with Sprint Sneak Movement Speed Fix? or both work fine together?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      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.
  7. Violence
    Violence
    • supporter
    • 5 kudos
    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?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      You should let this mod overwrite the animation from Vanargand. I've tested it before and the fix worked without affecting the animation
    2. Violence
      Violence
      • supporter
      • 5 kudos
      Thank you! <3
  8. TheMightyPillow66
    TheMightyPillow66
    • member
    • 1 kudos
    [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?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
      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
  9. jr4996
    jr4996
    • member
    • 0 kudos
    amazing work!!! can you make a skyrim LE version? please?
    1. placinta8
      placinta8
      • premium
      • 23 kudos
  10. TequilaLP
    TequilaLP
    • member
    • 3 kudos
    You earned your place in heaven. Thank you for this great mod!
    1. AlexsanderNexus
      AlexsanderNexus
      • premium
      • 330 kudos
      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.