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MaskedRPGFan

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  1. MaskedRPGFan
    MaskedRPGFan
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    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
  2. ScottMemelord
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    Great mod because imo the default skyrim swing speeds are so f*#@ing slow.
  3. PaddytheDaddy
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    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?
    1. MaskedRPGFan
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      Yes, you need to change collections manually.

      Weapon Speed Collections_IPM.ini:[Collection.WeaponGreatSword]
      Keywords=WeapTypeGreatSword
      Exclude=DA08EbonyBlade
      FormType=Weapon


      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.
    2. PaddytheDaddy
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      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.
    3. MaskedRPGFan
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      You are welcome
    4. PaddytheDaddy
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      Hello again. This seems to no longer be working for me. I'm having the exact same issue even with the solution that worked previously.

      Edit: Figured it out. I was putting aspace after the comma when I wasn't supposed to.
    5. c0pp1ce
      c0pp1ce
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      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 😁
  4. APD1
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    First thank you for mod 

    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?
    1. MaskedRPGFan
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      Yes. I will update this mod after I will finish updating BG3 mods.
    2. APD1
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      Thanks. Sorry to bother you but do you know about some weapon not working?
    3. MaskedRPGFan
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      You need to give me exact info of weapon that is not working, I can change any weapon, so it is just matter of information.
    4. APD1
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      What kind of information you need? 
      I tested with quarterstaff and claws and it didn't work. Attack speed was same.
    5. MaskedRPGFan
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      Mod will change all weapons based on keywords, so if weapon is not changed, look at the keywords and check if there is some missing.
    6. APD1
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      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

      Object Categorization Framework
      https://www.nexusmods.com/skyrimspecialedition/mods/81469

      Isn't there anyway to make it work since I need these mods
    7. MaskedRPGFan
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      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.
    8. APD1
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      Sorry to bother you but how exactly I must figure the missing keywords? I must go to console and then click on weapon? 
    9. MaskedRPGFan
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      Put weapon on the ground. Open console, click on the weapon, use shift+click to navigate to keywords.
    10. APD1
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      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 ....)
    11. APD1
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      So will you ever update this mod?
    12. MaskedRPGFan
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      Yes, I will update it. The problem was with time. I have almost no free time for modding, 2024 was horrible for me in this regard.

      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.
    13. APD1
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      Oh ok. Just hope you do ok this time
  5. frody1007
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    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?
  6. Incantation666
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    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.
    1. APD1
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      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
  7. AMDRX5502G
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    dont work on MCO
    1. Incantation666
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      I'm using MCO isntead of DXP. It works for me. Are you sure you didn't install DXP isntead of MCO? There's two varieties of MCO.
  8. morendral
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    Does this mod work on the current version? I have been trying to get it to work, but weapon speeds remain the same.

    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
  9. YouHaveALotOfMe
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    Thank you so so so much!!!
  10. Mithras666
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    Any way you could make this for weapon reach? Precision has this feature but only in general, not for each specific weapon
    1. MaskedRPGFan
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      Yes. I need to redo this mod to make it more flexible and let user set values for specific weapons in MCM. I will add weapon reach settings too.
    2. Mithras666
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      Thank you so much!
  11. SumbianSolo
    SumbianSolo
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    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?
    1. MaskedRPGFan
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      Sorry for late reply. Can you set speed for them or these are inactive in mcm?