Applying armature scale messes up the action It's a question derived from this initial question. Scaling the armature messes up the action because it changes the bone locations. How can I apply the scale of the armature, but keep the original action?
Before applying:

After applying:

Here is the original armature with an action.
Edit : So I was finally able to fix the problem with WiSHFul97's method, applying the scale, going into the Graph Editor, typing Location in the filter, I just needed the Pivot Point to be set on 2D Cursor, then scale on the Y axis down to the armature original scale!! thanks WiSHFul97!!
Since F-Curve points for each bone are calculated w.r.t. the rest position of the bone, we can kinda get away with scaling them w.r.t. y=0 axis.
see this for clarification:

In this gif, I created 3 dummy bones and animated them. Then I scaled them in object mode and applied the scale. Then in the pose mode I selected all the bones and in graph editor, I selected all the location curves and scaled them on the y-axis by 2. You can see the root bone is now traveling 4 units and the scale is 1 in object mode.