TODO (Crossed out means done and will be available in the next update): - An option in mcm that allows you to define your own groups and individual weapons, for greater flexibility in changing weapons speed. - Damage conversion patch for DXP (Distar Experience) - Additional option for bows: the greater the bow weight, the longer it takes to draw the bow (I will add slider with multiplier weight → speed). - Reach for weapons
I'm trying to set the the weapons from Ultra Greatswords to swing slower than greatswords, but the setting for greatswords in the MCM keeps overriding the setting for Ultras in the mod's plugin, even though it has it's own keywords.
Is there any way I could somehow exclude these ultra greatswords from being affected by your mod, or add them as their own weapon type in the MCM?
Change this: Keywords=WeapTypeGreatSword To: Keywords=WeapTypeGreatSword,-KeywordforUtltraSwords
I am back to skyrim modding, so will soon expand this mod to let exclude weapons as you wish. Tood cooked a new update for us, so all skse mods will need an update anyway.
Nvm, I figured it out. Just had to add each weapon's individual editorID to the exclusions under [Collection.WeaponGreatSword] in Weapon Speed Collections_IPM.ini.
I appear to have created this reply at the exact moment that yours was. Thanks for the better solution and awesome mod.
Adding to this: As far as I can tell, it somewhat stopped working.
Lets take Katanas as an example. The ini shows that the OCF_WeapTypeKatana1H keyword is used to identify the correct weapons (as far as I understand it): [Collection.WeaponKatana] Filter=OCFORSkyUIWeaponsPackKeywordsFilter Keywords=WeapTypeKatana Keywords=OCF_WeapTypeKatana1H FormType=Weapon Yet, changing the value does not affect a weapon that has this keyword. Now, changing the speed value for swords does also affect the katanas.[Collection.WeaponSword] Keywords=WeapTypeSword FormType=Weapon
Edit: I am looking forward to the update if you find the time for it, this mod really makes juggling many animation mods with different speeds much more easy! If you manage to introduce custom/user-defined collections it would be even more awesome 😁
Second some weapons attack speed won't change like quarterstaff and claws(I use MCO). Others like sword and dagger works. Is it because I use this mods?
Also is it possible for you to add separate option in MCM for dual wield? Like: Dual wield sword Dual wield dagger Dual wield Mace Dual wield axe I only want to change dual wield and not 1 handed. if it's possible for you please make it.
That's the reason. Like I said I use this 2 mods that gives keyword to various weapons Keyword Compatibility Framework https://www.nexusmods.com/skyrimspecialedition/mods/79564
I mean you need mods with keywords, like the ones you linked. What I want you to check, is the weapons. You need to use console to check missing keywords.
Ok I use more information console and there is more than 1 in keyword I don't know which one you want so here it is (I only write the weaptype)
OCF_WeapTypeQuarterstaff2H:
Name: OCF_WeapTypeQuarterstaff2H Editor ID: OCF_WeapTypeQuarterstaff2H Base form ID: 01777775 Base Type: KYWD(Keyword) Base defined in: OCF.esp
WeapTypeQtrstaff: Name: WeapTypeQtrstaff Editor ID: WeapTypeQtrstaff Base form ID: 220E4581 Base Type: KYWD(keyword) Base defined in: NewArmoury.esp
WeapTypeQuarterstaff: Name: WeapTypeQuarterstaff Editor ID: WeapTypeQuarterstaff Base form ID: FE06B806 Base Type: KYWD(keyword) Base defined in: kcf.esm
WeapTypeWarhammer:
Name: WeapTypeWarhammer Editor ID: WeapTypeWarhammer Base form ID: 0006D930 Base Type: KYWD(keyword) Base defined in: Skyrim.esm
The weapon I dropped and then clicked on it in console was Ebony Quarterstaff from animated armoury DAR version (I use OAR version. For using OAR version you must have DAR version to work it doesn't have any esp or mesh ....)
Hello, unfortunately half of all weapons are deactivated, although I have installed all requirements. Good mod, I'm glad that it exists, unfortunately I can't really say why everything from the crossbow to the gun remains deactivated. Maybe someone has an idea?
yes, this does indeed work with MCO, assuming that you installed MCO and not the DXP variety. There's two in the fomod installer.
Although, if you are using multiple movesets for NPCs and Yourself, you might see that some movesets are set to go A LOT faster. Not the fault of this mod. This mod is working correctly. I'm still figuring on how to edit the speed of those movesets, any tips anyone?
edit: I read that MCO uses the vanilla speedmult, but some movesets are blazingly fast and others are quite slow when tested. Both are for the same weapon type. So what i would do is to use this mod to slow down the moveset for player character but NPCs using a different moveset for the same weapon type would end up becoming ultra slow. Guess i need to figure out how to edit the moveset itself instead of using this mod.
oh and the movesets i am trying to edit don't have any esp either, just hkx files and folders.
update: Huh, after using this mod, all the attack speed seems to be much more reasonable now. No more insanely fast attack. I guess it isn't the moveset but something went wrong with my load order. Will test more and come back if i find more errors/solutions.
Are these 2 mod compatible with each other? Also did you install SPID version or regular version? Because it's looks like regular version is more stable
It does not work for me. Installed everything you need: Weapon Speed - IPM Item Property Manipulator - IPM Object Categorization Framework SkyUI Weapons Pack Icons Animated Armory. Does not change speed on mod weapons such as Katana, Spear, Pike. Help please. What could be the problem?
123 comments
- An option in mcm that allows you to define your own groups and individual weapons, for greater flexibility in changing weapons speed.
- Damage conversion patch for DXP (Distar Experience)
- Additional option for bows: the greater the bow weight, the longer it takes to draw the bow (I will add slider with multiplier weight → speed).
- Reach for weapons
Is there any way I could somehow exclude these ultra greatswords from being affected by your mod, or add them as their own weapon type in the MCM?
Weapon Speed Collections_IPM.ini:
[Collection.WeaponGreatSword]
Keywords=WeapTypeGreatSword
Exclude=DA08EbonyBlade
FormType=Weapon
Change this:
Keywords=WeapTypeGreatSwordTo:
Keywords=WeapTypeGreatSword,-KeywordforUtltraSwordsI am back to skyrim modding, so will soon expand this mod to let exclude weapons as you wish. Tood cooked a new update for us, so all skse mods will need an update anyway.
I appear to have created this reply at the exact moment that yours was. Thanks for the better solution and awesome mod.
Edit: Figured it out. I was putting aspace after the comma when I wasn't supposed to.
Lets take Katanas as an example. The ini shows that the OCF_WeapTypeKatana1H keyword is used to identify the correct weapons (as far as I understand it):
[Collection.WeaponKatana]Filter=OCFORSkyUIWeaponsPackKeywordsFilter
Keywords=WeapTypeKatana
Keywords=OCF_WeapTypeKatana1H
FormType=Weapon
Yet, changing the value does not affect a weapon that has this keyword. Now, changing the speed value for swords does also affect the katanas.
[Collection.WeaponSword]
Keywords=WeapTypeSword
FormType=Weapon
Edit: I am looking forward to the update if you find the time for it, this mod really makes juggling many animation mods with different speeds much more easy! If you manage to introduce custom/user-defined collections it would be even more awesome 😁
Second some weapons attack speed won't change like quarterstaff and claws(I use MCO). Others like sword and dagger works.
Is it because I use this mods?
Animated Armoury - OAR
https://www.nexusmods.com/skyrimspecialedition/mods/103577
Keyword Compatibility Framework
https://www.nexusmods.com/skyrimspecialedition/mods/79564
Object Categorization Framework
https://www.nexusmods.com/skyrimspecialedition/mods/81469
Also is it possible for you to add separate option in MCM for dual wield? Like:
Dual wield sword
Dual wield dagger
Dual wield Mace
Dual wield axe
I only want to change dual wield and not 1 handed. if it's possible for you please make it.
And last this mod won't touch NPCs right?
I tested with quarterstaff and claws and it didn't work. Attack speed was same.
Like I said I use this 2 mods that gives keyword to various weapons
Keyword Compatibility Framework
https://www.nexusmods.com/skyrimspecialedition/mods/79564
Object Categorization Framework
https://www.nexusmods.com/skyrimspecialedition/mods/81469
Isn't there anyway to make it work since I need these mods
What I want you to check, is the weapons. You need to use console to check missing keywords.
OCF_WeapTypeQuarterstaff2H:
Name: OCF_WeapTypeQuarterstaff2H
Editor ID: OCF_WeapTypeQuarterstaff2H
Base form ID: 01777775
Base Type: KYWD(Keyword)
Base defined in: OCF.esp
WeapTypeQtrstaff:
Name: WeapTypeQtrstaff
Editor ID: WeapTypeQtrstaff
Base form ID: 220E4581
Base Type: KYWD(keyword)
Base defined in: NewArmoury.esp
WeapTypeQuarterstaff:
Name: WeapTypeQuarterstaff
Editor ID: WeapTypeQuarterstaff
Base form ID: FE06B806
Base Type: KYWD(keyword)
Base defined in: kcf.esm
WeapTypeWarhammer:
Name: WeapTypeWarhammer
Editor ID: WeapTypeWarhammer
Base form ID: 0006D930
Base Type: KYWD(keyword)
Base defined in: Skyrim.esm
The weapon I dropped and then clicked on it in console was Ebony Quarterstaff from animated armoury DAR version (I use OAR version. For using OAR version you must have DAR version to work it doesn't have any esp or mesh ....)
I'll have more time after the new year, which I'll use to catching up on all the backlog that was created in this ending year.
Although, if you are using multiple movesets for NPCs and Yourself, you might see that some movesets are set to go A LOT faster. Not the fault of this mod. This mod is working correctly.
I'm still figuring on how to edit the speed of those movesets, any tips anyone?
edit: I read that MCO uses the vanilla speedmult, but some movesets are blazingly fast and others are quite slow when tested. Both are for the same weapon type. So what i would do is to use this mod to slow down the moveset for player character but NPCs using a different moveset for the same weapon type would end up becoming ultra slow. Guess i need to figure out how to edit the moveset itself instead of using this mod.
oh and the movesets i am trying to edit don't have any esp either, just hkx files and folders.
update: Huh, after using this mod, all the attack speed seems to be much more reasonable now. No more insanely fast attack. I guess it isn't the moveset but something went wrong with my load order. Will test more and come back if i find more errors/solutions.
Also did you install SPID version or regular version? Because it's looks like regular version is more stable
Edit: It appears that it works in first person only, and I am playing in 3rd. I'm using Capt Panda's Elder Gleam mod pack
Weapon Speed - IPM
Item Property Manipulator - IPM
Object Categorization Framework
SkyUI Weapons Pack Icons
Animated Armory.
Does not change speed on mod weapons such as Katana, Spear, Pike.
Help please.
What could be the problem?