<https://forums.obsidian.net/topic/97028-spiritual-successor-modding-tool-released/>
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"the castspeed IDs do affect how long it takes before a character attacks. weapons correspond to the fast/avg/slow/very slow IDs. \n  \nwhat they DON'T affect is the actual sequence of animation from when the char draws the weapon, uses it in an attack swing or gun shot or spell casting (moving their hands whatever), and then lowering their arms back to their sides. \n  \nspeeds as you already found out can be globally adjusted in characters file just control + F \"Default Mover\" \n  \nIf I were you I would just double the numbers on the 4 speed ID's, double the recovery multiplier numbers, and HALVE the default mover numbers on run/walk. (on the default mover run/walk the higher the number the FASTER they go) \n  \n(which is why everything is happening ultra fast for you) \n  \nEDIT: What DOES affect the actual animation speeds for an \"action\" (attacking/spell) is DEXTERITY. You need to figure out where/which file/what values affect how DEX increases/decreases action speed. Negative DEX values DECREASE ACTION SPEED, i.e. slows them down. \n  \nTo achive the natural slow down of animations/actions that you want, once you find where DEX values are, change the numbers so that DEX has a HUUUUUUUUUGE effect on action speed and then: \n  \n- go through every single creature in Characters file and change their BASE DEX to a value that will make them SLOWER. \n  \nIf you do find out let me know, cos I want to double the impact INT has on durations. (Yes I know I could increase individual durations but hello, there's like 2 million of them and ****). \n"
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