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Slow Effects of mods stop working suddenly


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Posted

Hi,

 

I have this issue for quite some time now and my google search brought nothing of value ...

 

ISSUE:
Im using several mods, Sexlab related or not, who add Slow effects on the Player Character (Cum Effect, Barefoot Realism,. Sanguine Debauchery, Apropos Wear&Tear just to name a few).

 

But sometimes the slow effect just vanishes. All slow effects to be exact... My Player regains 100% speed from one moment to the next. 
I failed at reproducing this issue, and I also found no way of making the slow effect come back. Sometimes the slow reappeared after jumping, changing to fighting stance or other stuff. But none of that worked repeatedly and so I think all this was just random.

 

So, anybody had a similar issue and can provide a fix for it?

My theory was, that once the slow effects reach a total of 100% the the slow effect just vanishes. But then on the other hand I often have 100% slow effect and the player gets extremly slow and sometimes even immobile. 

TLDR:
Slow effects (magic effects) from several mods keep disappearing (the effects stay visible in tab menu, just the slow effect is not applied) and reappear randomly.

 

 

Posted

That slow effect are made changing one value of the game... exactly player.setav speedmult xxxx

 

When you have some mod's changing the same value at the same time you have the related problems.

When one of the efect vanished probably put the speedmult in the default value of 100 and when you fight or jump or crouch other mod detect it and put the speedmult in her value.

 

As i know that problem not have solution. As modder developer, when i want change the speedmult i store the ACTUAL speed and when my effect vanish i put the speedmult to the stored value. But that is not REAL solution. Can be a solution for short time effects but REALLY is not valid for long time effect.

 

For example, i develop a super very slow magic effect with a duration of 10, 20 and 30 seconds and STORE and RESTORE the value of speedmult works perfect for this low duration.

 

But in other slow magic effect that i develop with a duration of 24, 48 and 72 hours, STORE and RESTORE the value of speedmult is NOT VALID because when my effect start you can be affected by, for example, Wear and Tear, and when my effect end you are NOT AFFECTED by the Wear and Tear effect BUT i restore the speedmult value to MY stored value and that is the OLD Wear and Tear effect. You understand???

 

In the same way, others mod restore the speedmult value to the default of 100% and you are not affected by the slowdown speed from others mods until they detect a change like fight or jump or crouch.

 

Same happend in pregnancy mod's when want change the breast and/or belly size and for that some users develop frameworks like SLIF and CANS. Are solutions for the breast/belly problem but i not know any mod for the speed/slowdown problem. 

Posted
6 hours ago, GenioMaestro said:

That slow effect are made changing one value of the game... exactly player.setav speedmult xxxx

 

When you have some mod's changing the same value at the same time you have the related problems.

When one of the efect vanished probably put the speedmult in the default value of 100 and when you fight or jump or crouch other mod detect it and put the speedmult in her value.

 

As i know that problem not have solution. As modder developer, when i want change the speedmult i store the ACTUAL speed and when my effect vanish i put the speedmult to the stored value. But that is not REAL solution. Can be a solution for short time effects but REALLY is not valid for long time effect.

 

For example, i develop a super very slow magic effect with a duration of 10, 20 and 30 seconds and STORE and RESTORE the value of speedmult works perfect for this low duration.

 

But in other slow magic effect that i develop with a duration of 24, 48 and 72 hours, STORE and RESTORE the value of speedmult is NOT VALID because when my effect start you can be affected by, for example, Wear and Tear, and when my effect end you are NOT AFFECTED by the Wear and Tear effect BUT i restore the speedmult value to MY stored value and that is the OLD Wear and Tear effect. You understand???

 

In the same way, others mod restore the speedmult value to the default of 100% and you are not affected by the slowdown speed from others mods until they detect a change like fight or jump or crouch.

 

Same happend in pregnancy mod's when want change the breast and/or belly size and for that some users develop frameworks like SLIF and CANS. Are solutions for the breast/belly problem but i not know any mod for the speed/slowdown problem. 

Wow, thank you so much for this in dept analysis and explanation. 
Makes perfect sense to me now and I also understand how the speed changes come and go...

What I get from this: it would probably be best to allow only one of my mods to add a slow effect, hmm...

Sooo, the question would be: could there be a way to "force" the mods to check if their speedmult is still applied other than jumping/crouching and hoping for the best? 
All the effects are applied via magic spell/desease etc. effects tab. Is there no console command that could reenforce those effects somehow? 

Anyway, I know where I have to look now and will try to make the best out of it in the meantime. 

Thanks again.

 

Posted

Speed is a very tricky thing to track down but it can be modified by mods in two ways.

 

1: With a spell which is the way I'd recommend to do it. The spell may be listed in the active effects window but it can also be hidden. The only way I can think of to see these hidden effects is to use mfg console. 

Go 3rd person.

Click on your character

Hover the mouse over 'active effects' and press shift

hover the mouse over the down arrow and keep pressing shift until you get down to 'active hidden'

You can press shift on any of the effects for more details 

You might be able to tell from the name if the active effect is affecting speed. 'SpeedMult' will be mentioned somewhere if it is. 

Anything slowing you down will have a negative magnitude. Conversely, anything speeding you up will have a positive magnitude. 

 

2. Directly via script or console. I really don't recommend mods changing speed this way. It's very difficult to track down. 

'Player.GetAv SpeedMult' in the console will show you your current speed, 100.0 is default. 

 

I'm not aware of very many mods that add speed rather than take it away. Skooma/Skooma whore and Milk Mod economy are the only two I can think of off the top of my head. Perhaps a load order might be helpful. 

 

PS: Why use a spell and not script to mod speedmult? Because script changes can be lost. Stack dumps or just uninstalling the mod will not revert changes made via script. Or if there's even a slight miscalculation in restoring the original value (rounding errors), it's possible they could accumulate in something substantial eventually. Whereas a spell modifying speedmult will also be removed when a mod is uninstalled. Resetting you back to the way you were. 

Posted
38 minutes ago, Nymra said:

Wow, thank you so much for this in dept analysis and explanation. 
Makes perfect sense to me now and I also understand how the speed changes come and go...

What I get from this: it would probably be best to allow only one of my mods to add a slow effect, hmm...

Sooo, the question would be: could there be a way to "force" the mods to check if their speedmult is still applied other than jumping/crouching and hoping for the best? 
All the effects are applied via magic spell/desease etc. effects tab. Is there no console command that could reenforce those effects somehow? 

Anyway, I know where I have to look now and will try to make the best out of it in the meantime. 

Thanks again.

 

The speed is determined by the speedmult value and of course only can have a value in a exact moment.

That value can be set directly to a value with the console comand player.setav speedmult xxx

You can know the value writting in the console player.GETav speedmult

Of course, each NPC have his own value for speedmult

 

The mod's can set the speedmult value to a exact value or can change it in a percentage.

How exactly is made depend of how is made the mod.

The value can be increased or decreased in a percentage with some spells and/or potions and the game automaticaly restore the corresponding percentage when the spell/potion disappear. You can test it with skooma. If you have a very low speed you can consume some skooma and your speed is increased in a % for each skooma bottle.

 

The problem start when a mod set the speedmult value to a exact value and restore it to 100%.

That is a bad made mod and must be corrected by the creator.

If you have one of this mod's you can try disable the speed effect in the MCM or remove it.

 

If the change speed is made in % with spell/potion you can see it in active magic effects.

But some effects are set as HIDDEN and you only can view it with Mfg Console.

Open the console, click over your character and be sure the console aim to player ID = 00000014

Press tab for show/hide additional info, aim with the mouse over active effects and press LEFT SHIFT.

Look over the entire list of effect aiming with the mouse and pressing LEFT SHIFT.

 

The only mod that i know that made a constant verify, each some seconds, of the speedmult is the Hoobe Suit of Devious Devices. Normally, the mod's not verify the value of the variables changed, simply set it. And not have any function for re-set the value. And the game not have any command for force a verify of it. You only have the console command player.GETav speedmult for know what is the value and player.setav speedmult xxx for set the value.

Posted

oh boy, seems I have some kind of a investigation ahead of me :D

If I understand it correctly, a mod that does NOT use the spell effect is most likely to cause my problem because of the logic of how it changes the value directly? 

 


 

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