Skyrim Special Edition
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NoahBoddie

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  1. NoahBoddie
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    To the those asking if it's compatible with X weapon speed mod or the built in weapon speed fix of Y mod, please consult the description first, as one of the very first intended features described is "Designed to be compatible with other WeaponSpeedMult patches". Any non-functionality in this regard should be seen explicitly as a bug on my mod's part and reported as such. Thank you.
  2. NoahBoddie
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    A notice about uninstalling, in testing I noticed there is one small bit of residue when uninstalling, and that's that the base values are set to 1 rather than 0 by default. Some Weaponspeed fixes do this by default but given not everyone uses the same one, so if it causes trouble for people I can make a plugin that can rectify in on existing saves. Though it's some what low priority atm (partially since you can just do player.modav xxx -1), so if it being at 1 causes issues with your old weapon speed patches, do let me know and I'll bump it up.
  3. NickLR
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    =============================
    ATTENTION
    =============================
    IF YOU USE SURVIVAL MODE, YOU NEED THE FOLLOWING PATCH:
    https://www.nexusmods.com/skyrimspecialedition/mods/90719
    1. NoahBoddie
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      I forgot to post that, thank you
  4. Beefclot
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    Thanks a megaton for this NoahBoddie! I'm making a mod where I would have had to constantly check if weapon equipped in right hand -> change spell magnitude of a spell that has magic effects for changing left weapon speed, right weapon speed. Now I don't have to do any of that and it feels 10x more performant because I can just work with perks. Again, thank you very much.

    It makes you wonder why this wasn't created as part of vanilla CK or Skyrim...
  5. Beefclot
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    Can you please add a picture or screenshot of what the perk entry would look like if setup correctly, tested, and working? The description instructions are a little confusing, and I don't know if my attempt is because my condition is checking Subject.HasKeyWord correctly.
    1. NoahBoddie
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      There's an example and instructions on PEPE
    2. Beefclot
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      Thanks for the heads up. For anyone else who is confused, the Category is defined in the editor ID, where it needs the "GROUP__<category>" substring at the end. Num ranks of the perk needs to be higher than the channel of the Entry Point rank, at least in CK.

      Basically, this setup works as expected: 
  6. scatteringMatrix
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    So is it the case that by disabling the fHighWeaponSpeedCap and fWeaponSpeedTaper, i.e. by setting their values as gamesettings to zero within an esp, the fMaxWeaponSpeed (also a gamesetting in the esp) value is obeyed strictly, in the sense that attackspeed won't exceed that value ever? That's what I'm trying to achieve currently, but I'm not entirely sure how to interpret the documentation - in any case, thanks for this great mod!
    1. NoahBoddie
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      This would be correct
  7. ed1990on
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    Well met! 
    First of all, thank you so much for this. But the "Left Hand Power Attacks" for left direction, right direction, and back direction, still play at the base (slow) speed even with aspeed boosted; when holding two axes, or two swords, or whichever dual wielding combo.  Hoping someone could look into it, or at least shed some light on how this might be addressed. 
    And, yes I have all the requirements, and, no, I don't have any other mods affecting attack speed, this is awesome enough already...save for this "left hand power attacks when dual-wielding part". 
    Oh, and, left hand normal attacks respond to attack speed increases, also the forward direction power attack, it does. 
    Steady winds and slow waves, Dovahkiin.... 
    1. NoahBoddie
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      This is a vanilla issue and likely has something to do with animations, so it's something I can't really approach from here nor have the skill set to do so. Still worth noting though, maybe someone else with animation knowledge has or can address it
    2. ed1990on
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      :'(
      Really.....  Wow.... 
      Well, thanks anyway for bothering to clear that up.  You really gave me closure, and I value that.  Thanks for your great mod, and for you. 
      Safe travels, Dovah, and may Kynareth's wind take you where you're supposed to be. 
  8. lbky684
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    Hey dear author, I would like to ask you a question. I don't know if you are using Ordinator. When I use Ord, the player becomes invincible during a power attack. Specifically, if I have some power attack perks(e.g.Falling Sword、Execute),I can't take damage from the front during a power attack. Enemy can stagger me, but they can't damage me at all. If I remove those perks, everything goes back to normal. 
    Miraculously, after I used CARP, the bug was solved. However I'm not sure why this bug is caused and why CARP can solve this bug.I guess most probably you don't know about this bug, but from mod design point of view I wonder if you can give some analysis, thanks!
    1. NoahBoddie
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      It's highly unlikely that this did anything. Dare I say I'm confident it didn't fix anything to do with that
    2. lbky684
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      But amazingly it did happen, I wasn't able to fix the bug with similar mods (e.g. ASF) and after using CARP it fixed it.
  9. anhwan
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    Sorry if I sound dumb but how do I modify the weapon speed cap ?
    1. NoahBoddie
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      You'd need to make an esp edit the game setting. It's not an existing one so you'd need to make it via xEdit
    2. anhwan
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      Like I want to modify the following stats:
      fMaxWeaponSpeed- The maximum attackspeed your weapon can have. Has no limit, but set to 0 to have no cap. Default value is 3.

      fMinWeaponSpeed- The maximum attackspeed your weapon can have. At minimum, can be 0.01. Default value is 0.5.

      fHighWeaponSpeedCap- Controls at what value attack speed will begin to taper off. Use 0 to disable. Default value is 2.

      fWeaponSpeedTaper- Controls the rate at which the function tapers off at. Use 0 to disable. Default value is 0.2.
      I have no idea how to find those in sseedit. The only thing I see is weapon speed
    3. NoahBoddie
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      Like I just said they aren't existing ones, you need to make them.
    4. anhwan
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      So by default this mod doesn't modify those stats and I have to modify it by myself right ? Anyway thanks for spending time to reply to my dumb questions.
    5. NoahBoddie
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      This mod doesn't modify them no, because this mod creates the settings. They don't exist otherwise
  10. AlexintheVerse
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    hi thanks for this mod, i have a question. i'm using "survival mode improved", which i believe removes speed multipliers. 
    id like to have this mod governing that. 
    is there any issues i should know of when trying to get these mods to jiv or any advice?
    1. NoahBoddie
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      In that case you can continue using those without issue. The only time that survival mode patch is needed is if you don't add one, cause real talk the way those survival mode speed changes are handled are a serious pile of crap so most things that mess with it remove or edit them
    2. AlexintheVerse
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      awesome highfive! bunch of us were scratching are heads over this.

      thank you very much for the clarification 
  11. KarmaJockey
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    Thank you so very much for fixing the Magic Sneak Attack issue!!!
  12. WredWolf
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    I had some bug preventing me from using the Dual Flurry perk, and this was the only attack speed fix mod that actually made the perk work as intended. Thank you so much.
  13. Watarigani1
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    With all these SKSE fixes, I wonder if it'd ever be possible to archive them into a BSA or something along those lines.

    There's just so so many to fix Skyrim's horrifically broken engine, and it ends up having tons of loose files that are hard to keep track of.
    1. NoahBoddie
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      You cannot. IIRC skse plugins are required to be loose. And to be fair to Bethesda, what this fixes isn't a bug in that it's an intended consequence of their decisions. It's a stupid decision, but still a conscience one