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NoahBoddie

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  1. NoahBoddie
    NoahBoddie
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    If you are commenting to notify me of an issue, please use the bug reporting tab please
  2. 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.
  3. 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.
  4. 13coins
    13coins
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    Mmh, we need a mod that detaches dualwield powerattack attack speed to the left handed weapon. Anyone know of such mod? 
  5. bosn889
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    Very appreciated fix, thank you but please consider dropping this meme naming nonsense and just name things for what they do, thanks
    1. NoahBoddie
      NoahBoddie
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      Name seems fitting enough. Funnily enough though, I wasn't making a he he funni name when I made it but since there was one thought might as well use it. It's just a name dog, just cause it's an acronym doesn't mean the name means nothing, I really can't see what would lead you to believe the name isn't literally saying what it does on the tin.
    2. cyberpukkn
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      PEPE!
    3. Mindscry
      Mindscry
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      gonna get CARP'l tunnel complaining so much bos.
  6. thienthu
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    You said this is compatible with other weaponspeed patches but are they neccessary? Don't they do the same thing?
    1. hellboyquintex
      hellboyquintex
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      yes, but u might have one mod that requires this mod and another that requires a different attack speed patch. making them compatible increases... compatibility?
  7. M4rth1988
    M4rth1988
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    Hey there, how can I find out wheter or not I am attacking too fast? 
    I am asking because my hone handed sword attacks and two handed sword attacks seem awfully fast.

    can I check it with some command to see if somethings wrong?
    1. heymxkxx
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      I agree, my follower and I are attacking way too fast. I removed the mod, started a new game but the speed remains the same.
    2. NoahBoddie
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      You can check your weaponspeedmult av to see what value it's at. Are you using base survival mode? There are some issues with survival mode at base, the way it applies speed bonuses are irregular to say the least. If you're hungry it ends up making you attack faster instead of slower.

      I'm trying to make a built in fix that can work retroactively to put with the next upload, but it won't be for a bit. If it's not that then checking the weaponspeedmult/leftweaponspeedmult would do best
    3. M4rth1988
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      Thanks for your answer! How do I check that?
    4. NoahBoddie
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      Console, then player.getav actor_value_name_here
    5. M4rth1988
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      When I type player.getav weaponspeedmult , it says it's 1,00

      And yes I have survival turned on.
    6. NoahBoddie
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      That should be regular then, I can't see what it looks like on your end so there's not much I can do to hypothesis at the moment
    7. M4rth1988
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      hmm  it's weird, maybe it was always that fast... but I feel like I am watching one of these fancy kung fu movies when I have fist fights.
      its so insanly fast
  8. NickTheLazyOne
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    will this work on oldrim ?
    1. NoahBoddie
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      No
  9. Enesore
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    In case you're wondering: yes, you still need Adamant's attack speed fix if you're running SimonRim, or else you'll get super fast attacks when out of stamina.
    1. NoahBoddie
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      That is not the intended interaction and should be treated like a bug. Looking at the code it's would probably happen on new game or on coc'ing into the game. Will address when I can.

      If it doesn't happen on those situations one please check the value of AttackSpeedControllerVariable by doing "help AttackSpeedControllerVariable 3" and giving me its value
    2. GlazzyDeer
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      For me it works well in this order:

      Comprehensive Attack Rate Patch
      Simonrim Attack Speed Fix (On Adamant page)
      Survival Mode - Weapon Speed Patch
    3. NoahBoddie
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      Load order isn't relevant for these mods as they don't override any record from one another
  10. heymxkxx
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    This causes my follower and my attacks way too fast even if I uninstalled them. Any fix for this? I even started a new game and the same thing happens. 
    1. NoahBoddie
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      What you're describing is literally not possible. If you uninstall a mod and start a new game, it's not on that save.

      Would it be possible to give me some debug information? Like what yours and your followers weaponspeedmult is
    2. heymxkxx
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      I guess it's a bug of some sort because when I install your mod and enable it with simon's attack rate fix, it worked properly. Thank your reply.
    3. NoahBoddie
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      That is a bug currently with the simon attack rate fix. The control variable isn't enabled if that fix isn't installed. This shouldn't be the case and currently has issues on new games and coc'ing into locations
  11. KOVG
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    Thank you so much this is the first one that does it proper for me,i tried like 10 mods and none properly fixed my AS issues.
  12. 444fred444
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    How does this work with different weapon types?  e.g. my two handed hammer is swinging at speed 1 which is too fast.  It should be 0.64.  This is true for all weapons.  I suspect the NPCs are the same way. What have I done wrong?
    1. NoahBoddie
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      I'm not sure how you'd figure out what mult it's using without debugging but I have not been able to replicate what you're describing, a hammer is always slower than a greatsword and swords are still faster than both. When you say at speed 1, what exactly do you mean? Actor value?
    2. 444fred444
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      Yes, that is what I was referring to, but now I see your mod is perfectly fine.  My two handed warhammers are swinging at about 1 swing per second (timed with stopwatch) but UESP says it should be 0.6.  Swords are slightly faster.  One handed is about the same speed, which can't be right. Well, GetAV speedmult returns 1 with your mod and 0 without, but true speeds are all the same.  It must be something else, sorry to bother you.
    3. NoahBoddie
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      Did you check to see if you have a mod that is editing the base speeds? If something edited the game setting fWeaponTwoHandedAnimationSpeedMult that could be a contributing element
    4. 444fred444
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      Thanks for the tip!  I didn't find anything in my mods that edited that value, but setting it to "1" via console seemed to correct or reset it. Thanks!
  13. Wind0902
    Wind0902
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    Im sorry to ask this because its already been answered in description and sticky comment, but its kinda confusing to me. So if i understand it right, basically this mod is a weapon speed fix, and unlike other fixes its an skse plugin instead of esp/esl, but functionality is the same, right? I ask because in description and sticky comment you said that its likely "compatible with other weapon speed fixex/patches", but what does this actually mean? Does this mean that this mod does something completely different that i dont understand, and its compatible with weapon speed fixes mods, or does it mean that by "compatible", i dont really have to uninstall other weapon speed fix, in case i dont want to start a new game or something? Thank you.
    1. NoahBoddie
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      It means you don't have to uninstall one if you have one existing already. That's the intent anyways. It has other functionalities like weapon speed for unarmed weapons and speed caps