Incredible. I literally just read a post a few hours ago where this request caught a smug reply that OpenMW allows it in the options. St Spammer patron saint of platform vengeance strikes again! (jk, of course; I love OpenMW - Or do I?)
The work done on MWSE modding and OpenMW alike is brilliant for fans of the game, you can benefit from both. A couch & controller setup with OpenMW, creaking at the seams with graphics mods, 120+ fps on a big tv is spectacular. I also use it to play Morrowind on my 13 year-old mac, something impossible when I bought it.
Tip for those using MADD and getting effect timers for your skills and attributes above 100:
1. Find and make a backup of MWSE\mods\Spammer\Effect Timer\main.lua before editing it. 2. Ctrl+F and search the line: if check and (effect.object and effect.object.name == index) and (effect.duration >= 2) then3. Change it to: if check and (effect.object and effect.object.name == index) and (effect.duration >= 2) and (effect.duration <= 10000) then 4. Save. This excludes spells/effects over 10,000 seconds from showing, so you don't have to disable Fortify effects from showing up altogether. You can change it to whatever you want the cutoff to be for your needs. I don't have the know-how to add it as an mcm slider, but if someone does and wants to share, that would be cool.
EDIT: If you already have those 50k+ duration effects showing prior to the edit, you might have to disable and re-enable the mod via the MCM. (Can't remember if I needed to or not.)
Very useful. It saved me a couple of times already :-) I tried to use it together with The Buff Bars Mod. But I ended up having duplicate bars. Could you implement an option for hiding the UI?
Such a great mod! A big thank you for creating it. Would it be possible to move the countdown visual to the side of the screen, or by the map... mayhaps just around the crosshair?
This is so well executed as is. Don't mind me, just being a diva. EDIT: Really don't mind me, you can change where you want it already in the mod config menu. oops.
For the recast feature, is it possible to add in various conditionals per spell? For instance, a spell that has 1-30 magnitude on cast, set a conditional so that it recasts until magnitude is 20+.
Great mod, absolutely essential and great QOL improvement. I have one question: is it possible to blacklist only certain spells as opposed to magic effects? For example: I use Bad Weather Matters mod, which adds (via script) a spell with detrimental effect to a player based on the weather. The magnitude and duration of this spell are random, so the effect timer is constantly changing - and I also don't need to see this timer constantly (if it is raining, I know I have lower agility without seeing the timer). I can't just blacklist "drain something" effect, because I want to see this effect if some enemy creature/NPC casts it.
1. The timer seems to always have 100% transparency at first, regardless of the MCM setting. Transparency is set correctly when I open the menu.
2. With auto-recast, the player will attempt to recast a spell they don't have enough magicka for. Not a big deal, but no need to attempt to recast in that case.
3. If the player fails the recast (random roll fails), they won't try again. This isn't really a bug, you could make the player keep trying and maybe burn through all their magicka, but that's probably undesired. There could be an option for number of recast attempts though.
4. The auto-recast toggle doesn't work every time for me. Sometimes I have to press the key combo more than once.
5. Auto-recast now seems to always be enabled when I start the game? Can there be an option to remember its state? Or start with it disabled, or just totally disable it in the MCM?
And a couple ideas:
1. Option for timers for negative effects to look different somehow?
2. Separate effect list for auto-recast? In case player wants to only auto-recast certain effects, but see timers for more effects.
That was fast! The transparency issue is fixed, negative effects are in red, and the recast whitelist is great.
But now I'm getting a new error when an effect expires. The timer remains indefinitely (with -1 seconds remaining), and I get this error:
Lua error encountered in timer callback: Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:99: attempt to index local 'effect' (a nil value) stack traceback: Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:99: in function 'timerCallback' Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:106: in function <Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:106>
48 comments
1. Find and make a backup of MWSE\mods\Spammer\Effect Timer\main.lua before editing it.
2. Ctrl+F and search the line:
if check and (effect.object and effect.object.name == index) and (effect.duration >= 2) then
3. Change it to:if check and (effect.object and effect.object.name == index) and (effect.duration >= 2) and (effect.duration <= 10000) then
4. Save.This excludes spells/effects over 10,000 seconds from showing, so you don't have to disable Fortify effects from showing up altogether.
You can change it to whatever you want the cutoff to be for your needs.
I don't have the know-how to add it as an mcm slider, but if someone does and wants to share, that would be cool.
EDIT: If you already have those 50k+ duration effects showing prior to the edit, you might have to disable and re-enable the mod via the MCM. (Can't remember if I needed to or not.)
I tried to use it together with The Buff Bars Mod. But I ended up having duplicate bars. Could you implement an option for hiding the UI?
Nethertheless, awesome mod!
This is so well executed as is. Don't mind me, just being a diva.
EDIT: Really don't mind me, you can change where you want it already in the mod config menu. oops.
Great mod, absolutely essential and great QOL improvement.
I have one question: is it possible to blacklist only certain spells as opposed to magic effects? For example: I use Bad Weather Matters mod, which adds (via script) a spell with detrimental effect to a player based on the weather. The magnitude and duration of this spell are random, so the effect timer is constantly changing - and I also don't need to see this timer constantly (if it is raining, I know I have lower agility without seeing the timer).
I can't just blacklist "drain something" effect, because I want to see this effect if some enemy creature/NPC casts it.
Thanks in advance,
Regards
1. The timer seems to always have 100% transparency at first, regardless of the MCM setting. Transparency is set correctly when I open the menu.
2. With auto-recast, the player will attempt to recast a spell they don't have enough magicka for. Not a big deal, but no need to attempt to recast in that case.
3. If the player fails the recast (random roll fails), they won't try again. This isn't really a bug, you could make the player keep trying and maybe burn through all their magicka, but that's probably undesired. There could be an option for number of recast attempts though.
4. The auto-recast toggle doesn't work every time for me. Sometimes I have to press the key combo more than once.
5. Auto-recast now seems to always be enabled when I start the game? Can there be an option to remember its state? Or start with it disabled, or just totally disable it in the MCM?
And a couple ideas:
1. Option for timers for negative effects to look different somehow?
2. Separate effect list for auto-recast? In case player wants to only auto-recast certain effects, but see timers for more effects.
3. Option to disable auto-recast in combat?
But now I'm getting a new error when an effect expires. The timer remains indefinitely (with -1 seconds remaining), and I get this error:
Lua error encountered in timer callback:
Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:99: attempt to index local 'effect' (a nil value)
stack traceback:
Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:99: in function 'timerCallback'
Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:106: in function <Data Files\MWSE\mods\Spammer\Effect Timer\main.lua:106>