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================================================================================
Individualized Shout Cooldowns
v2.0
by ShadauxCat
================================================================================

Contents:

1) REQUIREMENTS
2) Details
3) Known Issues
4) Compatibility
5) Installation
6) The Future

================================================================================
1) REQUIREMENTS (1
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This mod requires SKSE. Get it from http://skse.silverlock.org/

Additionally, it's recommended to use this in conjunction with SkyUI, as that
will give you better visual feedback on your cooldowns.

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2) DETAILS (2
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In vanilla Skyrim, I always felt that shouts were... well, underwhelming, to say
the least. Some seemed less powerful than they should be given how ridiculously
infrequently they could be cast. Meanwhile, others, like Marked for Death or
Slow Time, became so useful to me that, with the cooldowns as they were, they
became the only shouts I ever used, and learning other shouts beyond those two
was pointless.

To solve this, many people have created mods that reduce the shout cooldowns, or
even eliminate them altogether. This, in my opinion, takes the problem in the
opposite direction: now instead of shouts being weak and lame, they become almost
god-like. The solution, to me, was to take the global cooldown and turn it into
separate cooldowns for each shout.

That's what this mod does.

When you shout Marked For Death, you still have to wait the same amount of time
as in vanilla Skyrim before shouting any version of Marked For Death again. But
now, while you're waiting for Marked For Death to become active again, you can
go ahead and use Fire Breath, or Ice Form, or Whirlwind Sprint, or whatever
other shout suits your fancy.

Now, you can still try to use those shouts - cry your voice out as much as you
like. But while that shout is in cooldown, you'll simply find that your voice
doesn't bring the power with it when you're using that word.

With this mod alone, there's no visual indication of your shout cooldowns - the
reason for this is that modifying the UI would cause this mod to conflict with
SkyUI and other such mods. Instead, I've made use of SkyUI's Active Effects HUD
to display cooldowns for your shouts. So if you want that visualization, install
SkyUI! (If there are any other UI mods that show your active effects, they'll
probably work as well.)

All cooldown times are the same as in vanilla skyrim. The Amulet and Shrine of
Talos *do* correctly shorten those times, as well.

Additionally, this mod should now work with all shouts, including shouts added
by mods, and should properly take into account all adjustments made to a shout's
cooldowns, powers, effects, etc. It doesn't modify anything about the shouts,
but instead, employs a cooldown manager script that handles all the cooldowns
invisibly.

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3) KNOWN ISSUES (3
================================================================================

There are a couple of known issues with the mod as it is:

1) The visualization in SkyUI doesn't differentiate between different shouts, so
you'll need to keep in mind yourself which cooldown corresponds to which shout.
To help with that, when a cooldown finishes, a message appears telling you which
shout just finished cooling down.

2) In the vanilla active effects display, all the cooldowns just show "Shout In
Cooldown."

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4) COMPATIBILITY (4
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ISC should currently be compatible with any and all mods that modify shouts.
(Or, well, anything else, too.) If anyone finds any compatibility issues,
please let me know!

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5) INSTALLATION (5
================================================================================

Simply extract the contents of the Data folder into your Skyrim install directory.
Done!

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6) THE FUTURE (6
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My plans for the future include the following. This will be updated as I add
additional plans for the mod, and I'm open to feedback on these items.

- In the first release of the mod, there was a 4-second global cooldown to
prevent spamming. I wanted to get this release out quickly as it has some major
bugfixes in it, so I've disabled that. I plan to put it back.
- The new version of the mod brings with it the possibility that this might
be capable of being applied to NPCs. I'll be looking into that idea, probably
as a configurable option.