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How to debug Movement Speed Debuffs?


Nymra

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Posted

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 :(

Posted

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.

 

Posted
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. 
 

Posted
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 ?

 

Posted

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

 

Posted
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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