from my testing certain agent actions such as attacking or defending, will trigger the agent controler to use "agentDrivenProperties.CombatMaxSpeedMultiplier"
We can set CombatMaxSpeedMultiplier to whatever value we want it to be, but have no control on when it is used, aka when we are playing x actioncode, use CombatMaxSpeedMultiplier
....which brings me to the bigger picture request, wishing we had a lot more access to character controller such as adding more movement_sets, other than walking, running, crouchwalking, crouchrunning. (Such as sprinting, or combat movement). Having full control on how they are switched and their corresponding character speeds
being able to blend upper body animations when we are in the "crouch" movement sets, or define separate animation clips for them. For Example (Bows / Crossbows / Thrown + their reload stages) at least.
being able to control when "guard mode" animations are blended in / blended out. Instead of it just being on a timer after attack / defend actions, and that timer being static for all agents at all times.
extended agentDrivenProperties class so we can contextually set agent speeds for all movement sets through code, including walking and crouch walking, instead of them just being a static value in monsters.xml for all agents at all times.
For example, retargeting a different animation for walking / crouch walking with a certain weapon from a mocap library to bannerlord skeleton and having control over how fast character moves through code in those movement sets instead of going through pain of editing mocap anim so it matches bannerlords frames / poses at those frames
Character controller is how players experience the game!
Thank you for considering!