<https://forums.obsidian.net/topic/97028-spiritual-successor-modding-tool-released/page/4/#comment-2031152>
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"From what I have observed; I could be wrong: \n  \n\nCastSpeedIDs only effect spells' casting speed. \n  \n\n\"PreHitDuration\"s effect animations/melee attack speeds. \n  \n  \n\nWhat I did now: I doubled \"PreHitDuration\"s(all 474 of them ) (e.g. base 0.7 sec weapon swing, became base 1.4 sec.) \n  \n\nDoubled the CastSpeedIDs. Left the recovery speeds alone. And reduced combat move speed from 0.85 to 0.5. \n  \n  \n\nTested in couple of dungeons; melee/ability anims' are still way too fast for my taste(at default slider speed), I'll prolly quadruple those PreHitDurations, I'm happy with 0.5 run speed. Spells are fine but not fine compared to melee, same dex melee char can pull of 3-4 moves while a caster fires off a spell, so I don't know what I'll do with CastSpeedIDs when I quadruple PreHitDurations. They have to be directly proportional, right? Otherwise if I don't quadruple CastSpeeds I'm (theoretically) making casters way too powerful  I don't know... \n  \n\nAlso I have the Dexterity's value in the combat run speed mod file, it effects attack speed &amp; recovery time -3% per dex. Maybe I should make it 1%... hmn... \n  \n\nEdit: Making dex 1% helped a lot but its a bit dirty workaround  I'll try what I said above. Anyway, now its about tinkering and not about how to do it. Thanks for all da help. \n"
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