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Emanwe

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Emanwe

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About this mod

Weapon Speed Multiplier Fix
• Fix PERKS to stack properly
• FIx BASEAV to 1.0
• Adds a check to see if you need this fix
• MCM with stats and option to apply the fix
• Fix is also applied to NPCs (without or with SPID support)
• ESL version available
This mod should fix your savegame in case other mods

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Permissions and credits
Translations
  • German
Changelogs
After testing and using many many different combat mods and fixes, I have found that some of my characters were way too fast when using dual wield.
I have tried different fixes and combat mods that have a fix integrated but I wasn't lucky.
Every time I had to use console commands to check and then fix.
In the end, I have decided to try to make a fix by myself.

I did mods a long time ago for Morrowind and I have never tried with Skyrim especially the papyrus scripting.
After 5 days of work, I have pulled out this mod/fix.

It works really well for me and I have done quite a lot of tests in different situations and I haven't found any issue.

So let's see what this fix...fixes.

The main thing is to be sure that "BaseAv" of "WeaponSpeedMult" is 1.00 ( this is because Skyrim has 0.00 and 1.00 as default and it applies the perks as a sum and not as a multiplier.

For example, the perk "Dual Flurry" at the max level adds 35% more attack speed in dual-wielding. Skyrim sets dual flurry perk at 1.35 which is fine with a baseav of 0.00.
The problems come when you activate the shout "Elemental Fury" that can add 30%,50%, or 70% attack speed....adding for example 1.50 for the 50%.
Now you will be spinning at 2.85 instead of the expected value of 1.85.

With my fix, you will have a BASEAV of 1.00, DUAL FLURRY at 0.35, and ELEMENTAL FURY at 0.50 for a total of 1.85 as expected.

This is exactly what ALL the other mods do.

What my fix adds is a check to see if your save is "corrupted" from previous or present mods and it fixes it on the fly.

So let's say that you have deleted an old fix or mod that has the fix we have explained before.
After its removal, you will have the PERKS back to normal (from 0.35 to the old 1.35 for example).
Still, your BASE value will be probably 2.00 now or even higher and it is saved in your savegame so when you have deleted the mod you have left this change behind.

If you apply again another fix you will end up being even faster and the only solution with be using console commands to fix it

The purpose of my fix is to allow people to see if they need the fix and apply it without using console commands.

As a side note, this fix is also applied to NPCs and not only to your character with or without SPID support.
(the versions WITHOUT SPID support are more stable at the moment)




Mods Conflict: mods that change the perks with a different value. A proper LOAD ORDER can fix it (ex: Ordinator)
  mods that have their own version of the fix plus other features that you want to keep. Disable their fix and leave mine active (ex: Engarde)
  mods that have their own version of the fix and no extra feature (ex: Attack Speed Framework, Weapon Speed Effects Fix).
Choose ONLY mine or theirs.

Mods Tested:
  • Engarde (don't apply the weapon speed fix in the zEdit patcher) (https://www.nexusmods.com/skyrimspecialedition/mods/25673)
  • True Armor (under 'Advanced Setting' set 'WeaponSpeedMult Fix' to OFF) (https://www.nexusmods.com/skyrimspecialedition/mods/15921)
  • Ordinators - Perks of Skyrim (place WeaponSpeedMultIFix AFTER Ordinator in the Load Order)  (https://www.nexusmods.com/skyrimspecialedition/mods/1137)
  • Cyan's Dynamic Combat Mod (disable Game Menu - Attack Speed Fix; Place WeaponSpeedMult below Dynamic Combat) (https://www.nexusmods.com/skyrimspecialedition/mods/46751)
  • Customize Weapon Speed compatible 100% as it touches different parameters than my mod (https://www.nexusmods.com/skyrimspecialedition/mods/22100)

Special thanks to Poepkat for some additional patches that you can find in a sticky post