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.
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.
I am using both (and none of the other weapon speed fixes) but SCI is still slowing down the weapon speed to a too low value. When "bruised" it should penalize NPC and the player with a 10% weapon speed penalty but instead it more likely does a 90% penalty.
Internally it looks like it's magnitude is 10, which is not 10% but 1000% of your weapon speed. I'm unsure why but I'm unable to actually get the speed changes to actually apply when I'm doing it to myself. That being separate issue aside, this value is probably extreme enough to take you to the minimum possible attack speed mult under this mod which might be about 0.5
Hi since I am not sure if it's your mod or not I am asking it here. I have problem with elemental fury shout. If I use it on weapon instead of increase attack speed it decrease it a lot and even after the effect finish the attack speed of all weapons both in first and third person view are still slow. Even if I use bow it draws so slowly and I have to reload a save to fix it
3 Questions, when this happens what is your attack speed at, what mod do you have if any that change elemental fury, and do you have an attack speed mod already equipped?
Well my attack speed looks normal. I use mco and some related animations. I don't have any Mod that change elemental fury shout or any shout(I do have ussep and vanilla script optimization mods)
Is it because I am vampire? I have better vampire and better vampire lords mod. I'm better vampire mod mcm there is option which let you get buff of attack speed if I am vampire and not be outside in during the daytime.(FYI i am still in dungeon)
I also use this mod which worked with no problem(which require your mod to work for attack speed buff)
The mod is natura: https://www.nexusmods.com/skyrimspecialedition/mods/77826
Edit: looks like even disabling the buff in mcm won't fix the problem(I even restarted the game after saving and changing in mcm but no fix). Also I forgot to tell I have only the first word of elemental fury shout
You're saying your attack speed is normal, what do you mean by when you use it it decreases? Also what's you're attack speed at specifically (while you're using the shout)? I mean it's possible being a vampire has some impact but I doubt it, especially if it works outside.
MCO ignores game attack speed and makes animation speed based on the animation. There are some mods for MCO that make elemental fury use different faster animations. I don't know why the bow is slow though.
I basically just want so that my attack speed scales with the level of that skill. EG one handed 150 = faaster than One handed 100, Althought not by tooo much
Also I use BFCO, so not sure if that is compatible as they allow attack speed too compared to MCO
You'd need to make a perk point for that, I have an example of how to make those on Perk Entry Point Extender's page, but I'll try to get an example here when I can
Hello! I've been trying to figure out how to set the max attack speed to 0.85 using your mod, but I think I am misunderstanding how I am supposed to use it properly. I'm trying to get CARP to play nice with MCO but my weapon speed mult is being set to 1.15, making all of my animations way too fast. I noticed mention of a fMaxWeaponSpeed setting, but I cannot seem to find it.
You need to create the setting in a plugin, it's not one that exists otherwise. But this sounds more like a bug, can you please give me some more information? Like the current weaponspeedmult/does it go away if you stop using MCO? As is, I don't really know if it's an incompatibility issue or just an issue
I did not test if the weaponspeedmult changes if I remove MCO. However, I did test removing CARP: - CARP installed: weaponspeedmult is at 1.15 > this interacting with MCO makes a greatsword swing as fast as a dagger - CARP removed: caused an issue with any character using it previously (weaponspeedmult appeared halved), but a new character had the same fast swing speed (I did not record the weaponspeedmult, here, unfortunately) - As a bandaid solution, I manually set the weaponspeedmult to 0.70 which after calculation (I assume that it's CARP calculating) set the weaponspeedmult to my desired 0.85; this slowed my animations to something more natural/desired.
My theory is that CARP and MCO (Distar version for clarity) are functioning as they are respectively designed, but have a weird interaction when used together.
Did a little more digging and I believe MCO attempts to turn off attack speed in some way and functions with that in mind. Which could logically lead to the weird interaction I'm seeing. I'm not terribly versed in making plugins, so what would I need to do to use the settings of this mod? Is it a simple text file that I plug into Vortex?
It sounds like you have something that increases your attack speed, if you set it to .70 but the value is .85, some effect is increasing it by 0.15. Are you sure you don't have some effect that would be altering the weapon speed by a little like that? Something like survival mode maybe?
I don't have survival mode on. I do have a beefy modlist, though. Maybe one of my combat/overhaul mods like Ordinator, Valhalla Combat, Ultimate Combat, Imperious, or Subclasses2 could be giving some attack speed, but I think any addition they would add should be integrated into your mod's calculation. Entirely possible that I'm misunderstanding how your mod works XD
This mod only reduces things, so if you're attack speed is 1.15, it's just 1.15. If that's too fast then it's just generally going to be that way. That isn't a weapon speed bug issue that's just a regular boost. Are you saying that the attack speed increase feels greater than 15%?
https://imgur.com/a/2tNYFyB Hopefully the image I attached will help explain. I don't know if there is a bug with weaponspeedmult; while it is set to 1.0 it feels like a normal speed for most weapons. However, greatswords and some choice weapons from other mods I have installed are much faster than others. To go down the greatsword example: I'm using ADXP I MCO Valhalla Greatsword Animation Polished for animations. When weaponspeedmult is set to 1.15 most weapons feel like +15% attack speed my greatsword animations feel twice as fast as advertised on the Valhalla Greatsword modpage.
I don't think this is entirely a bug? There's a setting that increases twohanded weapon's attack speed. It's possible if you've been using older versions you maybe got use to me accidentally not using it, but in vanilla the base speed of two handed weapons have a final multiplier of 1.5
That's correct, I can affect how unarmed doesn't update weapon speed but those are affected by a setting within the animation, so for those you'll need to install those as well
No, there's no real need. It starts at 100% and other than negative numbers being set to their absolute value there's no real need for something like this
I see, anyway, is this mod intended to use together with other attack speed fix mod or was it just a feature and it can be use as standalone? I got pretty confused since your description of this mod seems to imply it's design were designed around having other attack speed fix installed. Does starting a new game required this mod to be used alongside another?
And about perk entry point, I'm still pretty confused about this feature, is it a framework for other mod to use to tweak speed more specifically or something? If I don't download perk entry point extender, would I miss any speed fix in this mod, doesn't matter if I have no other mod that rely on PEPE right?
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I am using both (and none of the other weapon speed fixes) but SCI is still slowing down the weapon speed to a too low value.
When "bruised" it should penalize NPC and the player with a 10% weapon speed penalty but instead it more likely does a 90% penalty.
I tried fiddling with it but to no avail.
Do you perhaps know how I could fix it?
I don't have any Mod that change elemental fury shout or any shout(I do have ussep and vanilla script optimization mods)
Is it because I am vampire? I have better vampire and better vampire lords mod.
I'm better vampire mod mcm there is option which let you get buff of attack speed if I am vampire and not be outside in during the daytime.(FYI i am still in dungeon)
I also use this mod which worked with no problem(which require your mod to work for attack speed buff)
The mod is natura:
https://www.nexusmods.com/skyrimspecialedition/mods/77826
Edit: looks like even disabling the buff in mcm won't fix the problem(I even restarted the game after saving and changing in mcm but no fix). Also I forgot to tell I have only the first word of elemental fury shout
I mean it's possible being a vampire has some impact but I doubt it, especially if it works outside.
There are some mods for MCO that make elemental fury use different faster animations.
I don't know why the bow is slow though.
SSE 1.6.1170
SKSE 2.2.6
Visual C++ Redistributable 14.42.34438.0
.NET runtime 9.0.4
FIXED for Linux users:
install vcrun2022 through Protontricks (winetricks is NOT enough)
i used Vokriinator and weapon speed fix,but after i use your mod,my attack speed become very quick
I basically just want so that my attack speed scales with the level of that skill. EG one handed 150 = faaster than One handed 100,
Althought not by tooo much
Also I use BFCO, so not sure if that is compatible as they allow attack speed too compared to MCO
I noticed mention of a fMaxWeaponSpeed setting, but I cannot seem to find it.
- CARP installed: weaponspeedmult is at 1.15 > this interacting with MCO makes a greatsword swing as fast as a dagger
- CARP removed: caused an issue with any character using it previously (weaponspeedmult appeared halved), but a new character had the same fast swing speed (I did not record the weaponspeedmult, here, unfortunately)
- As a bandaid solution, I manually set the weaponspeedmult to 0.70 which after calculation (I assume that it's CARP calculating) set the weaponspeedmult to my desired 0.85; this slowed my animations to something more natural/desired.
My theory is that CARP and MCO (Distar version for clarity) are functioning as they are respectively designed, but have a weird interaction when used together.
I'm not terribly versed in making plugins, so what would I need to do to use the settings of this mod? Is it a simple text file that I plug into Vortex?
Hopefully the image I attached will help explain. I don't know if there is a bug with weaponspeedmult; while it is set to 1.0 it feels like a normal speed for most weapons. However, greatswords and some choice weapons from other mods I have installed are much faster than others.
To go down the greatsword example: I'm using ADXP I MCO Valhalla Greatsword Animation Polished for animations. When weaponspeedmult is set to 1.15 most weapons feel like +15% attack speed my greatsword animations feel twice as fast as advertised on the Valhalla Greatsword modpage.
So with only this mod and it's dependency installed, It'll affect everything else except for those mention above is that right?
And about perk entry point, I'm still pretty confused about this feature, is it a framework for other mod to use to tweak speed more specifically or something? If I don't download perk entry point extender, would I miss any speed fix in this mod, doesn't matter if I have no other mod that rely on PEPE right?