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Walking speed severely decreases as soon as I start sprinting.


CookieDynamics

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==== Video showing the glitch ====

https://www.youtube.com/watch?v=Tk_IcL9A7IQ

===========================

Please help,

I don't know what to do to fix this. Any kind of help or suggestion will be greatly appreciated.

I have recorded the problem and I'll upload a video as soon as possible. (done)

=============================

Description of the problem

=============================

 

Considering the game offers us 3 different movement speeds "walking, jogging and sprinting"... If I jog everywhere my movement speed stays normal...

 

However, if I sprint, my movement speed goes down a lot and instantly ... not only that, it also reduces the walking and jogging speeds. Walking becomes ridiculous..... (Continental Plates move faster than my character walking).

 

If I remove any piece of apparel (boots, gloves, chest) and re-equip them.... my walking and jogging speeds come back to normal. But as soon as I sprint again, my movement goes down again.

 

=============================

Maybe relevant information

=============================

 

- I play with Frostfall (with W.E.A.R enabled), iNeed and Requiem.

- I also play with Death Alternative: Your money or your life.

 

 

- I made sure my character was well fed, rested and quenched.

- I made sure my character wasn't cold.

- I made sure my character had no diseases.

 

 

 

=============================

Load order

=============================

 

 

 

"
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
ApachiiHair.esm
DirectorsTools.esm
RSkyrimChildren.esm
SGHairPackBase.esm
daymoyl.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
StorageHelpers.esp
Convenient Horses.esp
RaceMenu.esp
SleepTight.esp
AMatterOfTime.esp
Hothtrooper44_Armor_Ecksstra.esp
SkyUI.esp
Dual Sheath Redux.esp
getSnowy.esp
ImportantInformationOverhaul.esp
BodyChange.esp
FreckleMania.esp
Reduced Distance NPC Greetings.esp
[KijikoHair_MalePack].esp
RaceMenuOverlayCompilation - UNP.esp
Customizable Camera.esp
Headtracking.esp
Fantasy Soundtrack Project.esp
FSP - Dragonborn Edition.esp
JaxonzEnhGrab.esp
numenume Hair.esp
JaxonzZoom.esp
KS Hairdo's.esp
MaidOutfitReplacer.esp
Brawl Bugs CE.esp
360WalkandRunPlus-RunBackwardSpeedAdjust.esp
RaceMenuPlugin.esp
Headtrack Crosshair.esp
SGHairPackAIO.esp
EnhancedLightsandFX.esp
Requiem.esp
Hothtrooper44_ArmorCompilation.esp
Cloaks - Dawnguard.esp
FSP - Dawnguard Edition.esp
Requiem - Immersive Armors.esp
Requiem - Resources.esp
Requiem - Dragonborn.esp
AOS.esp
FireAndIceOverhaul.esp
Requiem - USKP Patch.esp
DirectorsTools_FogUnlocker.esp
Facelight.esp
Further Dark Dungeons for ENB.esp
Dr_Bandolier.esp
Inigo.esp
Cloaks.esp
1nivWICCloaks.esp
1nivWICSkyCloaksPatch.esp
Requiem - Cloaks of Skyrim Patch.esp
Point The Way.esp
Requiem - Inigo V2.0.esp
Requiem - HearthFires.esp
RSChildren - Complete.esp
Requiem - RSkyrimChildren Patch.esp
RSChildren_PatchUSKP.esp
Immersive Patrols II.esp
Requiem - Immersive Patrols II.esp
Chesko_Frostfall.esp
Requiem - Frostfall.esp
JaxonzRenamer.esp
DragonCombatOverhaulDragonborn.esp
DragonCombatOverhaul - Requiem Patch.esp
DragonCombatOverhaulDragonborn - Requiem Patch.esp
iNeed.esp
Equipping Overhaul.esp
CampingKitNorthernRanger.esp
FNISspells.esp
dovahkiinrelax.esp
SKSE Hotkeys.esp
Guard Dialogue Overhaul.esp
Requiem - Guard Dialogue Overhaul Patch.esp
AOS2_Requiem1.7.3 Patch.esp
AOS2_FIO Patch.esp
AOS2_DCOd Patch.esp
Requiem - FIO Patch.esp
AOS2_GDO Patch.esp
TakeNotes.esp
WetandCold.esp
AOS2_WetandCold Patch.esp
iHUD.esp
Alternate Start - Live Another Life.esp
Requiem for the Indifferent.esp
Dual Sheath Redux Patch.esp "

If any other kind of information is necessary, I'll be glad to offer.
Thanks in advance.
Edited by CookieDynamics
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Try this.

 

Open the console and type the following:

 

player.SetAV SpeedMult 200 (you will be faster)

 

now go into to sneak mode and then come out of it(hard to explain, but it makes the change kick in).

 

If you are not constantly walking, jogging or sprinting normally, there is a mod possibly changing the movement speed.

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Hi there,

 

Sadly it didn't work. I mean... it did make me faster, but then the problem was simply mirrored because now I'm changing from "ok" to "super fast" if I remove and re-equip gear.... then back to "ok" again when I sprint.

 

mmmm I'm honestly not sure what mod could be causing this...

 

From my load order I can only think of 2 mods that would change run speed... 1) Requiem 2) Frostfall.

 

I tried disabling Frostfall, but the problem persisted.

 

I can't disable Requiem to see if it would fix this, since Requiem is the very foundation of the entire save.

Edited by CookieDynamics
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Do you still get this problem with a new character?

 

i had a similar problem to this and it only effected one of my saves, i was constantly drunk and the only way to fix it was to drink more then i was able to be sober again

so it was like i had to reset the drunk state, so what im saying is it might be possible that if you let your player get tired hungry and thirsty to the point that you actually have a reason to be slowed down like that

it could possibly fix it, i guess thats worth a try

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Alright then, going to have to do this another way. I cannot test this myself as I can't produce the problem.

 

I'll write a script, but you have to do the rest, like setting up a quest in the CK, I'll give you instructions on how to set it up.

 

First and foremost, make a back up save and use this for testing.

 

Open up the CK, and simply load Skyrim and Update.ESM, for what I'm going to provide will rely on skyrim only.

 

Create a quest, check "Start Game Enabled" uncheck "Run Once".

 

Click ok, so that the CK can do its undercover work on it.

 

Now open the quest up again and head to the Alias tab. Create an Alias and call it Player.

Note: This is safe, will not mess up your character.

 

Anyway, for fill options, click on "Specific Reference". For the first drop down, choose "Any". It will automatically set to "PlayerRef".

 

You will see a field called Scripts, click the add button, and add this script:

Scriptname ForceMovementSpeedToNormalOnEquip extends ReferenceAlias
{This runs whenever the player equips something.}

Function StopQuest()
; This is for when you dont need this anymore, should it help you and you fix the problem
; Through other means.
; To call this function, place it in any of the Events below in the STATE Checking block.
GoToState("Done")
EndFunction

AUTO STATE Checking

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
  if  (akBaseObject as armor && (self.GetReference() as Actor).GetActorValue("SpeedMult") < 100.0)
    (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
  else
    ; Changing it anyway.
    (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
  endif
EndEvent

Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
   if (akBaseObject as armor && (self.GetReference() as Actor).GetActorValue("SpeedMult") < 100.0)
      (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
   else
      ; Changing it anyway.
      (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
   endif
EndEvent
ENDSTATE

STATE Done
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
GetOwningQuest().Stop()
EndEvent

Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
;empty
EndEvent
ENDSTATE

This will work when equipping armor only(hopefully heh, but if it runs on anything else like weapons, at least your speed will keep returning to normal).

Edited by Terra Nova
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Do you still get this problem with a new character?

 

i had a similar problem to this and it only effected one of my saves, i was constantly drunk and the only way to fix it was to drink more then i was able to be sober again

so it was like i had to reset the drunk state, so what im saying is it might be possible that if you let your player get tired hungry and thirsty to the point that you actually have a reason to be slowed down like that

it could possibly fix it, i guess thats worth a try

You know... now that you pointed that out... thinking back.... I think this problem first started happening when I got knocked unconscious by a Sabertooth Cat ( Death Alternative: your money/life) while I was freezing to death... I wouldn't be surprised if I were drunk too... (I often rely on booze to reduce the exposure level hahah). I guess a combination of those situations caused the glitch.

I recreated the scenario by waiting hours naked, hungry, tired and thirsty outside then drinking a ton of alto wine and spawning a frost troll in my face.... but sadly it didn't fix things back after I recovered.

Alright then, going to have to do this another way. I cannot test this myself as I can't produce the problem.

 

 

 

 

I'll write a script, but you have to do the rest, like setting up a quest in the CK, I'll give you instructions on how to set it up.

 

First and foremost, make a back up save and use this for testing.

 

Open up the CK, and simply load Skyrim and Update.ESM, for what I'm going to provide will rely on skyrim only.

 

Create a quest, check "Start Game Enabled" uncheck "Run Once".

 

Click ok, so that the CK can do its undercover work on it.

 

Now open the quest up again and head to the Alias tab. Create an Alias and call it Player.

Note: This is safe, will not mess up your character.

 

Anyway, for fill options, click on "Specific Reference". For the first drop down, choose "Any". It will automatically set to "PlayerRef".

 

You will see a field called Scripts, click the add button, and add this script:

Scriptname ForceMovementSpeedToNormalOnEquip extends ReferenceAlias
{This runs whenever the player equips something.}

Function StopQuest()
; This is for when you dont need this anymore, should it help you and you fix the problem
; Through other means.
; To call this function, place it in any of the Events below in the STATE Checking block.
GoToState("Done")
EndFunction

AUTO STATE Checking

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
  if  (akBaseObject as armor && (self.GetReference() as Actor).GetActorValue("SpeedMult") < 100.0)
    (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
  else
    ; Changing it anyway.
    (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
  endif
EndEvent

Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
   if (akBaseObject as armor && (self.GetReference() as Actor).GetActorValue("SpeedMult") < 100.0)
      (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
   else
      ; Changing it anyway.
      (self.GetReference() as Actor).SetActorValue("SpeedMult", 100.0)
   endif
EndEvent
ENDSTATE

STATE Done
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
GetOwningQuest().Stop()
EndEvent

Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
;empty
EndEvent
ENDSTATE

This will work when equipping armor only(hopefully heh, but if it runs on anything else like weapons, at least your speed will keep returning to normal).

 

 

 

 

I tried this but it didn't work (I think I messed up when I created the plugin on CK)...

 

When I reached the part where you talked about script.

 

I clicked on "Add" , a window appeared with "Name" "Extends" and "Documentation" input rectangles.

 

I pasted "ForceMovementSpeedToNormalOnEquip" in Name

"ReferenceAlias" in Extends"

 

and the entire script on "Documentation"

 

It then said that a script with that name already existed. So then I tried again but without the heading that said the name and extends (since I'm already saying the name in the input rectangle up top.) ... but the same error happened.

 

Then I tried putting any name on the rectangle, and the full text on the documentation. it supposely worked but nothing appeared on "Papyrus scripts". I clicked "add" again and filtered for "ForcedMove"... but there were no scripts with those texts on the name.

 

I decided to try the plugin anyway ... but yeah, I definitely messed it up, it didn't work.

 

However, from what I understand, your script would fix the movement issue every time I equipped a chest piece, correct?

If that's the case, it wouldn't really solve the problem. In my current state, if I change the armor, I already get the speed back to normal, until I dash again.

 

But just to be clear, I am really grateful you wrote a script to help me. I sincerely appreciate it.

Edited by CookieDynamics
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Alright I believe I have a fix, if the above still doesn't work. This involved me going in and first getting the animation event for sprinting.

 

You can use the same quest for testing, except this time, you can remove the reference alias script on the player. And add this script to the quest itself.

 

 

Scriptname SpeedAdjustmentQuestScript extends Quest  


Actor property PlayerRef auto ; Make sure to fill this property in the CK via properties button.
Float myCurrentSpeed
Float myAdjustedSpeed

Event OnInit()
RegisterForAnimationEvent(PlayerRef, "tailSprint")
EndEvent



Event OnAnimationEvent(ObjectReference akSource, String asEventName)
    if (akSource == PlayerRef && asEventName == "tailSprint")
        ; Listen for the player to begin running.
        debug.notification("Current Speed:" +PlayerRef.GetActorValue("SpeedMult"))
        
        if PlayerRef.GetActorValue("SpeedMult") < 100.0
            myCurrentSpeed = PlayerRef.GetActorValue("SpeedMult")
            myAdjustedSpeed = 100.0 -  myCurrentSpeed  
            PlayerRef.RestoreActorValue("SpeedMult", myAdjustedSpeed)
        else
            debug.notification("Speed is currently capped.")
        endif
    endif
EndEvent

 

If my math is right, this will add back the amount that was reduced each time you sprint. You can comment out the debug notifications if you want.

 

I almost forgot..

 

Make sure the QUEST STAGE has a stage with "Start Up Stage" checked. Don't have to do anything else with it. Now if this does infact fix your problem on a permanent basis, you can use the console command(stopquest QuestID) to stop the quest, which will then stop the event from running, and see if it will stay normal without the script.

 

If the ELSE line returns, for any reason other than being capped as the result of the script, then I don't know what else to do.

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After I fill the blanks (Name and Extends) at the "Add new script window" I keep getting this error message.

 

"Starting 1 compile threads for 1 files...
Compiling "SpeedAdjustmentQuestScript"...
<unknown>(0,0): unable to locate script SpeedAdjustmentQuestScript
No output generated for SpeedAdjustmentQuestScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on SpeedAdjustmentQuestScript"
And if I try creating the script again it tells me it can't because there's already a script named "SpeedAdjustmentQuestScript" (or whatever name I decided to put on the first time)
But in the "Add script to 00TerraQ (which is the referenceID for the quest)" window there's no "SpeedAdjustmentQuestScript" ....
Edited by CookieDynamics
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