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2 | 2 |
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3 | 3 | > [](https://github.com/DanjelPiDev/TES5-DynamicSpeedController/releases/latest) |
4 | 4 |
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5 | | -Tiny SKSE plugin that adjusts the player's SpeedMult dynamically (drawn/sneak/jog/sprint/combat) without an ESP and without MCM. |
6 | | -All tuning is done via a simple JSON file. |
| 5 | +A small SKSE plugin that tweaks your SpeedMult and attack speed depending on what you're doing (drawn/sneak/jog/sprint/combat), now with optional NPC support and attack scaling by weapon weight & character size. |
| 6 | +No ESP, no MCM, just a DLL + JSON (plus SKSE menu integration). |
7 | 7 |
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8 | 8 | ## Features |
9 | | -- Per-state speed deltas (Default, Jogging, Drawn, Sneak, Sprint) |
10 | | -- Optional "no reduction while in combat" |
11 | | -- Toggle between two out-of-combat modes (e.g., Walk vs. Jog) via hotkey or user event |
12 | | -- Location-based modifiers, set different reductions or increases for specific locations or location types |
13 | | -- No ESP, no scripts, no MCM, just a DLL + JSON |
| 9 | +- Different movement speed values per state (Default, Jogging, Drawn, Sneak, Sprint) |
| 10 | +- Optional speed scaling for NPCs |
| 11 | +- Attack speed scaling based on weapon weight and player size |
| 12 | +- Option to skip reductions in combat |
| 13 | +- Toggle jogging mode via hotkey or user event (Default: "Shout" key) |
| 14 | +- Location-based modifiers for specific locations or location types |
| 15 | +- Lightweight, no scripts, no save bloat |
| 16 | +- Fixes Skyrim’s diagonal movement speed boost |
14 | 17 |
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15 | 18 | ## Install |
16 | 19 | 1. Drop the DLL and *SpeedController.json* into your Data\SKSE\Plugins\ folder. |
17 | | - |
18 | 20 | 2. Launch the game. The plugin auto-loads and applies settings. |
19 | 21 |
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| 22 | +## How to Update |
| 23 | +1. Remember your SpeedController.json values (The values you are using), because the update reverts them. |
| 24 | +2. Drop the DLL and SpeedController.json into Data\SKSE\Plugins\ |
| 25 | +3. Start the game, settings auto-load |
| 26 | + |
20 | 27 | ## Usage |
21 | 28 | - **Default Speed**: The plugin applies a base speed reduction when the player is out of combat with weapons sheathed. |
22 | 29 | - **Jogging Mode**: Press the toggle key or trigger the user event to switch to jogging mode, which applies a different speed reduction. |
@@ -101,8 +108,21 @@ Example for an added location: |
101 | 108 | - kSprintEventName: Input event used to latch sprint (default "Sprint"). If you use custom control maps, set the matching event name here. |
102 | 109 | - kReduceInLocationSpecific: LocationRules.Specific List of `Plugin|0xFormID` + value pairs for exact locations (e.g. "Skyrim.esm|0x0001A26F" : 30.0). You can also simple go into the cell, open the menu and press the button "Use Current Location". |
103 | 110 | - kReduceInLocationType: LocationRules.Types. Same, but for location keywords (e.g. "Skyrim.esm|0x00013793" for LocTypeDungeon). |
104 | | - |
105 | | -**Hint**: Use kToggleSpeedEvent, because the key is not always recognized by the game (e.g., when using a controller). |
| 111 | +- kIgnoreBeastForms: If true, completely disables speed & attack modifiers when the actor is in a beast form (Werewolf / Vampire Lord). |
| 112 | +- kEnableSpeedScalingForNPCs: If true, applies all scaling rules to NPCs as well as the player. |
| 113 | +- kAttackSpeedEnabled: Enables or disables attack speed scaling entirely. When false, weapon attack speed will not be modified at all. |
| 114 | +- kAttackOnlyWhenDrawn: If true, attack speed scaling only applies when the actor’s weapons are drawn; if sheathed, no scaling is applied. |
| 115 | +- kAttackBase: The base weapon speed multiplier before any weight or scale adjustments are applied (1.0 = vanilla default speed). |
| 116 | +- kWeightPivot: The reference weapon weight (in Skyrim units) where no weight-based speed adjustment is applied. Heavier or lighter weapons are scaled relative to this pivot. |
| 117 | +- kWeightSlope: The amount of attack speed change per unit of weapon weight difference from the pivot. Negative values make heavier weapons slower and lighter weapons faster, positive values do the opposite. |
| 118 | +- kUsePlayerScale: If true, the actor's scale (size) is factored into attack speed calculations. Larger or smaller characters will have faster/slower attacks depending on kScaleSlope. |
| 119 | +- kScaleSlope: The amount of attack speed change per unit of scale difference from 1.0 (normal size). Positive values make larger actors faster, negative values make them slower. |
| 120 | +- kMinAttackMult: The minimum allowed final attack speed multiplier after all calculations. Prevents extreme slowdowns. |
| 121 | +- kMaxAttackMult: The maximum allowed final attack speed multiplier after all calculations. Prevents extreme speed boosts. |
| 122 | + |
| 123 | +**Hints**: |
| 124 | +- Use kToggleSpeedEvent, because the key is not always recognized by the game (e.g., when using a controller). |
| 125 | +- Location rules can either replace or add to the base reductions (configurable in the SKSE Menu version). |
106 | 126 |
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107 | 127 | ## Notes / Compatibility |
108 | 128 | - Works alongside movement/anim mods, values are additive via ModActorValue(SpeedMult). |
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