Nymra Posted October 25, 2020 Posted October 25, 2020 Problem is as follows: After Chain rapes I often get to the point where the PC cannot move anymore. I tried to get rid of this by using Sexlab Disparity to concentrate all debuffs there. So I could rule out these mods: Apropos 2 FillHerUp Zap Framework (no speed debuff for devices) Now I have a speed debuff of -50 from SL disparity (its my max debuff) but still I cannot move. Maybe I do not understand the movement value correctly... So the following questions: - how can I check the current movement speed value of the PC? - how can I see which mod adds which debuff (in the debuff spell section of the menu I only see the SL disparity debuff, nothing else) Or has anybody else has similar issues and found a solution for that? Like a mod that limits debuffs or something? I currently no longer see what I could do or try next
Fotogen Posted October 26, 2020 Posted October 26, 2020 Is it: 1. Actor is slowed so much it can't move 2. Keyboard. mouse commands don't function anymore If its 1. then: - there is an actor value SpeedMult (https://www.creationkit.com/index.php?title=Actor_Value) - if you change that value, actor can walk faster or slower. It can even stop moving - SpeedMult is bugged. Skyrim will only use new value when CarryWeight actor value is changed or if inventory is changed - as its is actor value, you can change it in console. But you must also do something with CarryWeight and/or inventory or engine doesn't recalculate final actors speed If its 2. then: - shit happens. Sl calls EnablePlayerControls, SetPlayerAiDriven at start and end and sometimes things sort of overlap if you start new SL scene before old one really ended Sometime pressing <jump> helps. Or "epc" in console.
Nymra Posted October 26, 2020 Author Posted October 26, 2020 35 minutes ago, Fotogen said: Is it: 1. Actor is slowed so much it can't move 2. Keyboard. mouse commands don't function anymore If its 1. then: - there is an actor value SpeedMult (https://www.creationkit.com/index.php?title=Actor_Value) - if you change that value, actor can walk faster or slower. It can even stop moving - SpeedMult is bugged. Skyrim will only use new value when CarryWeight actor value is changed or if inventory is changed - as its is actor value, you can change it in console. But you must also do something with CarryWeight and/or inventory or engine doesn't recalculate final actors speed If its 2. then: - shit happens. Sl calls EnablePlayerControls, SetPlayerAiDriven at start and end and sometimes things sort of overlap if you start new SL scene before old one really ended Sometime pressing <jump> helps. Or "epc" in console. yeah, its the 1. thx for reminding me of the bug, honestly forgot that this is the case. Might also explain well what I experienced. Will try to play around with that and see if I can find a satisfying and fast solution.
Guest Posted October 26, 2020 Posted October 26, 2020 1 hour ago, Fotogen said: - SpeedMult is bugged. Skyrim will only use new value when CarryWeight actor value is changed or if inventory is changed Thank you for that information! That explains a lot and correlates what I see in my game regularly ?
Fotogen Posted October 26, 2020 Posted October 26, 2020 If its magical effect that changes SpeedMult, script like this should fix the problem: Scriptname zSL_DamageSpeed extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget akTarget.ModActorValue("CarryWeight", 0.1) akTarget.ModActorValue("CarryWeight", -0.1) endIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if akTarget akTarget.ModActorValue("CarryWeight", 0.1) akTarget.ModActorValue("CarryWeight", -0.1) endIf EndEvent
Nymra Posted October 26, 2020 Author Posted October 26, 2020 5 hours ago, Fotogen said: If its magical effect that changes SpeedMult, script like this should fix the problem: Scriptname zSL_DamageSpeed extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget akTarget.ModActorValue("CarryWeight", 0.1) akTarget.ModActorValue("CarryWeight", -0.1) endIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if akTarget akTarget.ModActorValue("CarryWeight", 0.1) akTarget.ModActorValue("CarryWeight", -0.1) endIf EndEvent yeaaah! I thought of something like that. Maybe even a bat file could work. i got the source code for the toggle options mod, maybe I can add a custom hotkey for this purpose that runs the script, hmm.
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