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[LE] Tweaking Animation Speed to match SpeedMult value


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Hello Everyone!

I have created a spell that Slows down the target's movement and attack speed.

 

It consists of two Magic Effects, the first of which alters the targets movement speed with a Peak Value modifier and SpeedMult. the second Magic Effect is very similar with a Peak Value Modifier and WeaponSpeedMult & LeftWeaponSpeedmult.

It all works on a functional level but there is an issue of the Sprinting animation not matching the slowdown of movement leaving the target appearing to moon-walk on the floor while trying to close the gap, chasing the Caster. The Weapon speed Magic Effect on the other hand slow´s down the animation properly.

I´ve tried finding the right animation variable for this to alter through script while the Magic Effect is active, but I cannot manage find the right one.
https://www.creationkit.com/index.php?title=List_of_Animation_Variables
So far, I have tested a few of these but most don't quite do what i want out of them

Variables that I thought would do something relevant:
bIsSynced: leaves the target stuck in place.
bAnimationDriven : leaves the target stuck in place.
iSyncSprintState : does not seems to do what i need it to.

 

These seem to there to check the current values but not alter them.

Speed
SpeedWalk
SpeedRun

fSpeedMin


bSprintOK: works but takes away from the desired effect as it makes the target stuck in a walk cycle, so I would like to avoid using it.

Any ideas on getting the animation StartSprint to sync with the speed of the Movement speed like the Attack animation would be very appreciated.

Edited by AslanKebab
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I have discovered in the testing of my modified SSE port of my LE mod Controller Walk Run Toggle that the SpeedMult value must be at 100 before the sprint animation will appear properly. Also, the animation seems to have a fixed rate as it passes between a walk and run state. This is probably to account for controllers that by default do not have a walk / run toggle button and must rely on a slight press of the stick to walk. I found no way to adjust the animation. What I did was restore the SpeedMult to 100 so that running was possible and thus sprint would be okay after a short duration of the "funky movement". FYI - same thing happens on horseback too

 

I don't think it is possible, but if you find a solution I'd like to know. While it is funny to see the weird movement when starting to sprint while at a speedmult of 25, it does get old after a while.

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  • 1 month later...

Hello and Thank you for the quick response.

I got all tied up in trying to find a workaround, that i forgot to respond.

I ended up ditching the slow movement part of the spell and simply activating the effect when the target is attacking made for an interesting enough effect by itself.

Thank you!

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