I can't believe this mod exists! I love telekinesis and have created playthroughs with characters that only use it. Problem most telekinesis mods make the damage so high you can one shot most enemies. I thought about this very idea! To create damage based on weight and weapon damage, I just lacked the ability to do it. I can't believe someone did it! Thank you! I'm definitely going to do another playthrough with a telekinesis character again.
Is there a mod that lets you drop items from your favorites menu? When I played a telekinesis character before, I would collect Dwemer cogs to drop and throw at enemies. Problem is I have to go into the main menu each time I want to drop them. I would love to favorite items and then drop them from the favorite menu to use.
You know I also had this idea that although heavier objects do more damage, they also use up more magicka when using telekinesis. So in early levels, you might be able to hold on to a light object longer but it doesn't do much damage. The more you level up your magicka and alteration, the more you are able to pick up heavier items that in turn do more damage. In other words, magicak cost using telekinesis is also based on the weight of the object you are picking up. Just something I thought sounded cool.
I'm glad you like it! It was a fun project to work on. I don't know of a mod for dropping items from the favorite list, but that would definitely synergize well.
I really like the idea for making magicka cost scale with item weight and with alteration level. I'll have to look into it to see if it's possible/practical. If i can make it work I'd be happy to include that in version 1.2. Unfortunately I'm stuck in development hell with my next project right now, so I don't know when I'll be able to work on this mod again. Still, I love the idea, and hopefully I can make it work. I'd be happy to credit you for the idea in the description if you would like!
I'll download that mod and test it out myself over the weekend. But for now my basic guess would be it will be partially compatible. The grabbing and throwing of people should work, the other changes he made to the game settings which control telekinesis might overlap with my mod. But like I said, I'll test it out this weekend and let you know what I find. Thanks for your interest!
The mod is complete? Can you use telekinesis on creatures as well? 'Couse if not i wouldn't say totally completed. It would be cool a single spell that can move everything, from objects to living creatures, but i guess that isn't possible at all. But it would be cool a version of the creature's telekinesis that does not automatically brings them near you (as it does the vampire lord special ability) but moves them from the place they are.
Hello, thank you for your interest and your question. I call the mod complete because it does what I set out to make it do. It makes the the telekinsis spell do damage based on the weight of the item thrown. There are mods out there which add the vampiric grip effect to the telekinesis spell. I decided not to do that with my mod for two reasons. The first was because it wasn't possible as far as I could tell, to make that part of the spell do damage based on the weight of the actor. The second reason is because I wanted my mod to be compatible with other mods which edit the telekinesis spell. It should be possible to use my mod along side another mod which adds the creature grabbing effect you were describing. As for the movement aspect you mentioned, I don't know if that's possible, my best guess would be that it is, although I know more about how telekinesis works than I do about vampiric grip. It might be possible, I'm just not sure.
First. thank you for your amazing MOD ! I have one request, could you release source code ? I want to modify this MOD to add player`s alteration level to damage point, but my decompiler didn`t work propely.
Hey there, I'm glad you enjoy the mod, and thank you for asking questions about it. I'm sorry that it took me so long to get to this. I've added a source category to the files, with a .psc .pex and .txt file so that should have everything you need. I use champollion for a decompiler, I don't know if that's what you use, but works pretty well for me so I'd look at it if you don't use it already. I am hopefully going to make some updates to this, including an MCM (although I've been saying this since I published this mod and I haven't done it yet). I really like the idea of making the alteration level scale with damage. If I ever do get around to making any updates, would you mind if I use that idea as an option for the MCM, and if you don't mind, would you like to be credited for that?
Wow, super cool mod. Since day one in november 2011 i have wanted the this for my mage. I was just curious, how long does a mod like this take to make?
Thank you, when I was researching for making this I found a lot of forum posts from 2011-2012 trying to make something like this. For making the mod, knowing how to do it, it only takes about 45 minutes. But just figuring out the way to do it took about a month of working on it off and on. Partially that's because I'm not a very experienced mod author, and partially it's because this mod uses some obscure (at least to me) SKSE only functions. My original version also had to dynamically apply scripts to items around the player using a couple of quests, so that also took a while to figure out.
Currently to do that you'd have to go into the creation kit and rewrite the script. I could help you with that if you'd like. I'm currently trying to learn how to make an installer or an mcm to use with this mod to allow people to make changes like that. I haven't done any of that yet, so it will probably take me a while to learn.
Would I just be able to change the weight multiplier in the damage formula or would the whole script need to be remade? I've never actually messed with scripts and I only have a very basic understanding of coding. Maybe I'll try googling up some info on scripts to see if its something I can reasonably do.
An MCM slider would be great if you end up implementing that, but either way still a nice mod. I can actually get some use of of telekinesis now
All you would need to do is change the multiplier. If you have no creation kit experience it might be hard to figure out. If you have some experience, but just haven't done scripts it would be pretty easy. Everything else could stay the same. Currently I'm working on another person's request, but as soon as I'm done I'll be working on an mcm. I'll get back to you with an update on the mcm in a day or two most likely.
Note: These requirements may change in the future. The actual contents of the mod do not require any DLC. However, this mod is a port from SE, and unfortunately, the ESP sees all the master files as requirements. If it tries to load without all of the DLC required, the game will crash. I don't fully understand how to change this, but once I figure out how to do so I will.
Load the ESP in TES5Edit, right click on the ESP's name, and click the "Clean Masters" option. That will remove any master files that aren't actually used somewhere in the ESP.
Thank you, I gave it a go and as expected it worked great. I was pretty sure TES5Edit would have some way to do that, but I wasn't sure what. This will help me a lot in the future as well.
24 comments
Is there a mod that lets you drop items from your favorites menu? When I played a telekinesis character before, I would collect Dwemer cogs to drop and throw at enemies. Problem is I have to go into the main menu each time I want to drop them. I would love to favorite items and then drop them from the favorite menu to use.
Thanks again for this mod.
I really like the idea for making magicka cost scale with item weight and with alteration level. I'll have to look into it to see if it's possible/practical. If i can make it work I'd be happy to include that in version 1.2. Unfortunately I'm stuck in development hell with my next project right now, so I don't know when I'll be able to work on this mod again. Still, I love the idea, and hopefully I can make it work. I'd be happy to credit you for the idea in the description if you would like!
The grabbing and throwing of people should work, the other changes he made to the game settings which control telekinesis might overlap with my mod. But like I said, I'll test it out this weekend and let you know what I find.
Thanks for your interest!
I call the mod complete because it does what I set out to make it do. It makes the the telekinsis spell do damage based on the weight of the item thrown. There are mods out there which add the vampiric grip effect to the telekinesis spell. I decided not to do that with my mod for two reasons. The first was because it wasn't possible as far as I could tell, to make that part of the spell do damage based on the weight of the actor. The second reason is because I wanted my mod to be compatible with other mods which edit the telekinesis spell. It should be possible to use my mod along side another mod which adds the creature grabbing effect you were describing.
As for the movement aspect you mentioned, I don't know if that's possible, my best guess would be that it is, although I know more about how telekinesis works than I do about vampiric grip. It might be possible, I'm just not sure.
First. thank you for your amazing MOD !
I have one request, could you release source code ?
I want to modify this MOD to add player`s alteration level to damage point, but my decompiler didn`t work propely.
I'm glad you enjoy the mod, and thank you for asking questions about it. I'm sorry that it took me so long to get to this. I've added a source category to the files, with a .psc .pex and .txt file so that should have everything you need. I use champollion for a decompiler, I don't know if that's what you use, but works pretty well for me so I'd look at it if you don't use it already.
I am hopefully going to make some updates to this, including an MCM (although I've been saying this since I published this mod and I haven't done it yet). I really like the idea of making the alteration level scale with damage. If I ever do get around to making any updates, would you mind if I use that idea as an option for the MCM, and if you don't mind, would you like to be credited for that?
For making the mod, knowing how to do it, it only takes about 45 minutes. But just figuring out the way to do it took about a month of working on it off and on. Partially that's because I'm not a very experienced mod author, and partially it's because this mod uses some obscure (at least to me) SKSE only functions.
My original version also had to dynamically apply scripts to items around the player using a couple of quests, so that also took a while to figure out.
An MCM slider would be great if you end up implementing that, but either way still a nice mod. I can actually get some use of of telekinesis now
Load the ESP in TES5Edit, right click on the ESP's name, and click the "Clean Masters" option. That will remove any master files that aren't actually used somewhere in the ESP.