modifier "Cooldown","CooldownType" : data "Cooldown" "OncePerCombat" doesn't work nor does modifier "MaxAttacks","ConstantInt": data "MaxAttacks","1".
I have a few ideas I am going to try but I don't think anything productive will come today. I am going to try to create a counter that starts at 0 and incremented on StatusEvent.onspellcast to 1 and a conditional that only allows the spell to cast when the counter is < 1. Not sure this will work but I'm going to try, it however requires some set up.
Edit: I figured it out. I Will be updating later tonight.
That should be easy (I'm confident), but I won't be able to update/upload them until tomorrow 8/24, sorry.
Edit: Updated. Added only bonus cost per combat w/ and w/out spell cost. Not sure if you meant both action & bonus since I read that as or. By default create/destroy water cost an action therefore it did not make sense to revert the QoL change + per combat.
I meant action or bonus action with Per Combat cooldown without using a spell slot, since the vanilla spell is Action and Spell Slot iirc, apologies if it was unclear.
The version you uploaded is what I needed, cheers.
A QoL spell change I'd love to see is for the Hex debuff ability selection be automatic to debuff all (or even none). The debuff is mechanically almost completely useless, but is a big time-waster for Warlocks.
I'm not sure what you mean. Are you saying that if a hexed enemy dies that it applies to the next nearest enemy with a reasonable limit? If you can explain what you meant I maybe able to look into possibly making that mod. Unfortunately, if I don't see a post before Starfield release on the first I probably won't be able to look into this QoL change until way later since I intend to learn how to tweak/mod Starfield.
I actually went and created what I thought you asked for but before uploading I thought I would check if someone else already did the same thing. Unfortunately they did so I won't be uploading my version. MaskedRPGFan hex all ability
Hello! Thank you so much for this!!!! 😊 Any chance you could improve quality of life on the Conjuration Wizard's Minor Conjuration: Create Water, too? 🙇
EDIT: Oh! I just realized (not sure if this is intentional) but if you get Create/Destroy Water from the Magic Initiate feat, it is still hard-locked into once per long rest only (though the action economy change is applied). Would love if that could be removed, somehow! (I understand if not, though; the feat does say that the spell you pick is once per day... But if it can be...! 🥹🙏)
Sorry just read your post. This forum was inactive for a while so I stopped checking. I added both a bonus cast version and a free cast version from minor conjuration create water. I removed the cooldown but I am not sure if that is the cooldown you were referring: it was once per short rest iirc. Please let me know if there is any bugs. I did see a magic initiate create water spell that is part of a spell list but no values I can edit, sorry.
Only use on make it rain mod and one minor conjuration if you want target_createwater_minor to be a bonus or free cast. If you are using a mod that re-implement create/destroy water then this should go last otherwise load order should not matter. Hope this helps.
Just came back to thank you for this wonderful mod, this is what it should've been from the start. It's so silly having to rest just to cross an obstacle once.... Soo sooo sooooo silly.
I did find a file 9984cd59-2fad-46cb-bf61-96af6034fbea.lsf it does: Set on the target of speak with the dead for each question on the player can ask. And 01c40268-4a8d-4787-8566-77e01ff04762.lsf: Set on the target of speak with dead if five questions were asked and another generics file. I assume these are flags placed on the dead obj and player.
Unfortunately, I have never messed with .lsf files therefore at this time I lack the understanding and know how. I may look into this when I have the time but no promises, sorry.
Edit: I'm getting close I think, I found this: <node id="Flags"> <attribute id="Description" type="LSString" value="Set on the target of the Speak With Dead if five questions were asked" /> <attribute id="Name" type="FixedString" value="GLO_SpeakWithDead_State_QuestionsLimitReached" /> <attribute id="UUID" type="guid" value="01c40268-4a8d-4787-6685-e077f01f6247" /> <attribute id="Usage" type="uint8" value="4" /> I had hope to find a script where I set maxQuestions == askedQuestions. I will try to test changing 4 to 6, if that works then to 10; there needs to be an escape for what I think would be something similar to an eventHandler.
Edit 2: I couldn't get it to work. I'm going to look at magicitemplus and how .lsf are handled if it is updated after I finish my clean playthrough. Maybe someone else would have figured it out by then, but I'm going to give it one more go once I beat the game.
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I have a few ideas I am going to try but I don't think anything productive will come today. I am going to try to create a counter that starts at 0 and incremented on StatusEvent.onspellcast to 1 and a conditional that only allows the spell to cast when the counter is < 1. Not sure this will work but I'm going to try, it however requires some set up.
Edit: I figured it out. I Will be updating later tonight.
but I won't be able to update/upload them until tomorrow 8/24, sorry.Edit: Updated. Added only bonus cost per combat w/ and w/out spell cost. Not sure if you meant both action & bonus since I read that as or. By default create/destroy water cost an action therefore it did not make sense to revert the QoL change + per combat.
The version you uploaded is what I needed, cheers.
EDIT: Oh! I just realized (not sure if this is intentional) but if you get Create/Destroy Water from the Magic Initiate feat, it is still hard-locked into once per long rest only (though the action economy change is applied). Would love if that could be removed, somehow! (I understand if not, though; the feat does say that the spell you pick is once per day... But if it can be...! 🥹🙏)
Edit: Thanks, seems like I forgot to add all of destroy water 1-6 fix coming soon. Updated
Edit: Added
Is it possible to remove questions limit?
Unfortunately, I have never messed with .lsf files therefore at this time I lack the understanding and know how. I may look into this when I have the time but no promises, sorry.
Edit: I'm getting close I think, I found this:
<node id="Flags">
<attribute id="Description" type="LSString" value="Set on the target of the Speak With Dead if five questions were asked" />
<attribute id="Name" type="FixedString" value="GLO_SpeakWithDead_State_QuestionsLimitReached" />
<attribute id="UUID" type="guid" value="01c40268-4a8d-4787-6685-e077f01f6247" />
<attribute id="Usage" type="uint8" value="4" />
I had hope to find a script where I set maxQuestions == askedQuestions. I will try to test changing 4 to 6, if that works then to 10; there needs to be an escape for what I think would be something similar to an eventHandler.
Edit 2: I couldn't get it to work. I'm going to look at magicitemplus and how .lsf are handled if it is updated after I finish my clean playthrough. Maybe someone else would have figured it out by then, but I'm going to give it one more go once I beat the game.