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Dutchj

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Dutchj

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About this mod

Fixes slowing effects not applying properly, and stops them from stacking to prevent glitchy behavior and let other mods use SpeedMult modifiers more effectively.

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Changelogs
Slow Effect Fixes
SpeedMult Related Bugs

This mod makes a few changes to all the slowing (and technically also speed) effects in the game, to make them behave more consistently.

  • All effects that modify the "SpeedMult" Actor Value have been prevented from stacking. The strongest effect will apply, while weaker effects are ignored.
  • A script has been attached to all these effects that causes the changes to movement speed to be applied correctly.

Why this mod?

I created this mod mostly out of a desire to allow myself and other modders to exert more control over the movement speed of the player. Without these fixes, modifying the "SpeedMult" Actor Value is very treacherous. First of all some effects don't apply when you would expect them to (since Skyrim doesn't recalculate movement speed whenever this value changes). This has been fixed by several other mods already. However there is a second problem, which can cause results to be very unpredictable when multiple slowing effects are active.

For instance, if two effects with a slow of 50% are active, the target will actually not be slowed at all. However add a third effect that slows the target by 25%, and now they will be slowed by 75%. The reasons for this are as follows:

  • (Most) slow effects stack on top of each other.
  • SpeedMult represents a percentage, and the default value is 100.
  • A value of 0 for SpeedMult is considered to be equal to 100.
  • Negative values are treated the same as positive values.

In the above situation, after the third effect is added, SpeedMult is equal to -25. The game treats this the same as if it were 25, meaning the applied slow is equal to 100 - 25 = 75%.

If SpeedMult modifiers don't stack, the value of SpeedMult in the same situation never goes below 50. The strongest effect will win, and the rest are ignored. As long as every individual effect has a magnitude of less than 100 (which is the case in vanilla).

This means that if you apply for example an 80% slow to the player, you know they will always be slowed down by at least 80%, and they will only be slowed more than that if an effect with a greater than 80% slow is applied as well.

Things this does not fix

SpeedMult values can still go below 0 when the effects are combined with magnitude increases from Potions of Destruction, or similar effects added by mods. This is a more complicated problem to address.

Simply Capped Slow by Rafear attempts to provide a fix for this issue, however at this time it's not compatible with this mod. If there is some interest, I will create a patch.

Incompatibilities

This mod changes all magic effects that modify "SpeedMult", as such any mods that also alter these effects will be incompatible and require a patch.

Any mods that add new slowing effects may not be compatible with this fix, depending on how the slow effects are implemented. If you have worries about any specific mod, let me know and I can look into it.

Info for modders

For your slow effects to be compatible with this mod, refer to the following checklist:

  • Set the type of your effect to Peak Value Modifier
  • Associated item 1 should be "SpeedMult"
  • Associated item 2 should be "MagicSlow"
  • Attach a script to the effect that forces the target's movement speed to be updated. Feel free to use the script that's included in this mod, or read here for a more detailed explanation.