Very useful mod. Personally I recommend Option 2 for balance because if you just don't want that much power for a while you simply switch back to the regular Talos Amulet without having to remove this mod. And it is actually also pretty immersive, since after visiting the Throat of the World, receiving teaching from the Greybeards and a wise Dragon itself, I feel you should at least be able to choose to use your Dragonborn powers to full(er) extent. This mods adds this freedom. Also, this mod adds different options to download and customize your gameplay even further. How cool is that? If just half of the good mods would grant you such freedom. Let's just say this mod is outrageously underrated! Thank you Vuavu!
I actually forgot about the mask having that effect when I made the mod. It would make sense that the mask's description is affected since I'm almost sure that it uses the same effect as the amulet. (The shrine's effect, while having the same effect, is a different effect (if that makes any damn sense haha).) And I had no idea the mask was bugged either. But if it doesn't reduce shout time anyway, then I'm not exactly sure what to do about it. Nor am I too concerned with it
Thank you for commenting! Yeah this page has been pretty dead for a while haha. So the mod's still working fine after the past couple of patches?
So, been using option 3 for quite some time now, but just this week I noticed something. Morokei (sp?) reduces shout cooldown by %20, but as the descriptive text (in active effects, the actual item description says 20%) says its 40%. Checked it, and the reduction for the dragon priest mask is sitll at vanilla 20%, whereas the amulets are indeed reducing the cooldown by 40%.
And they stack, of course, but that was always so.
My questions are thus: is the change to the mask's active effect text an unavoidable result of your mod to the amulets? I assume this is the case, as they probably use the same effect. And was the exclusion of the dragon priest mask deliberate? I could totally see it if it was. Just the mask and the amulet right now are a 60% total reduction.
EDIT: Vuava, I neglected to mention that Morokei is bugged in the vanilla game, and the shout reduction isn't applied. (The mask used a standard Fortify Magicka Regen enchantment, rather than the enchantment unique to Morokei). One of the mods I use fixed that, and because you may or may not use a mod that fixes it, it may have never come to your attention.
It does change the descriptions. I'm pretty sure Bethesda fixed that a while ago. While making this mod I ran into the same problem they had with the description bug but I figured out how they fixed it haha.
There is one thing I don't like though and there's no way for me to fix it because it's the same way EVERY active effect in Skyrim works: Having more than one item/spell/ability that grants the same active effect show separately in the active effects list. Not a big deal though.
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I found the shrine but nothing is happening...I can't seem to continue with the quest, got any ideas?
Thank you for commenting! Yeah this page has been pretty dead for a while haha. So the mod's still working fine after the past couple of patches?
So, been using option 3 for quite some time now, but just this week I noticed something. Morokei (sp?) reduces shout cooldown by %20, but as the descriptive text (in active effects, the actual item description says 20%) says its 40%. Checked it, and the reduction for the dragon priest mask is sitll at vanilla 20%, whereas the amulets are indeed reducing the cooldown by 40%.
And they stack, of course, but that was always so.
My questions are thus: is the change to the mask's active effect text an unavoidable result of your mod to the amulets? I assume this is the case, as they probably use the same effect. And was the exclusion of the dragon priest mask deliberate? I could totally see it if it was. Just the mask and the amulet right now are a 60% total reduction.
EDIT: Vuava, I neglected to mention that Morokei is bugged in the vanilla game, and the shout reduction isn't applied. (The mask used a standard Fortify Magicka Regen enchantment, rather than the enchantment unique to Morokei). One of the mods I use fixed that, and because you may or may not use a mod that fixes it, it may have never come to your attention.
ty for this good job
There is one thing I don't like though and there's no way for me to fix it because it's the same way EVERY active effect in Skyrim works: Having more than one item/spell/ability that grants the same active effect show separately in the active effects list. Not a big deal though.