Skyrim

About this mod

Alters cooldown times of all greater Powers.


Features:

A unique audio visuel information system.
Choose between two, six or twelve hours.
Adjust cooldowns to your actual timescale,
add new Powers or new screen effects,
all optional. FOMOD/NMM installer guided.

Requirements
Permissions and credits


Description: Tired of the "once per day use" restriction on greater Powers ?
                   Wish you could use them more often and not always saving them till the ultimate moment ?

                   This mod adds a cooldown according to a timescale of your choice, to all
                   greater powers in Skyrim, given by stones, racial abilities or rewards.
                   Covering all Dragonborn-DLC powers.
                   Gives more uses to all DLCs All-Maker-Stone Powers & Kaarstag summons.
                   With a unique audio visual information system.
                   FOMOD/NMM Installation.
                   Choosable Timescales: 20,10 or 5 (normal speed, half or a fourth speed).
                   Choosable Cooldown times: two , six or twelve hours (gametime).
                   Optional: Add some new useful powers or some new effects (compatibility with Thats Racist).


Included powers are as followed ...

All Standing Stone Powers

Bones of the Earth
Conjure Werebear
North Wind
Root of Power
Sun Flare
Waters of Life
The Ritual Stone
The Serpent Stone
The Shadow Stone
The Tower Stone


All Racial Powers

Adrenaline Rush
Ancestor's Wrath
Battle Cry
Berserker Rage
Command Animal
Dragonskin
Highborn
Histskin
Voice of the Emperor


All powers from rewards or abilities


Beast Form
Embrace of Shadows
Mora's Agony
Mora's Boon
Mora's Grasp
Nightingale Strife
Nightingale Subterfuge
Ring of Hircine
Secret of Arcana
Secret of Protection
Secret of Strength
Shadowcloak of Nocturnal
Summon Karstaag
Summon Spectral Assassin

Vampire's Seduction
Vampire's Servant


and 5 new Powers added by this mod, if you choosed.

For further information on the games powers,
please read UESP-Wiki page Skyrim: Power



Detailed Description


Compatibiltiy: In order to ensure highest compatibility, Unofficial Skyrim Patches are needed
                     but not nessecarily. Means my mod will run with or without those patches.
                     Without USKP, my mod will corospond with original Bethesada files and will work with
                     known limitations (official bugs). Power Cooldown mod anyway has some enhancements
                     from "Unofficial Skyrim" Patches included for compatibility reasons
                     but only at points where the mods directly cross each other.

                     If you like to add some new effects on racial Powers, you will need
                     Extra screen effects mod by Niux. This mod uses the latest version of Thats Racist.
                     For further information, please read the descritpion at the mods main page.

                     Basicly a chooseable compatibilitiy mode between "Power Cooldown" and "Thats Racist" mod.

                     There´re no navmesh entries or any added scripts in Power Cooldown mod,
                     therefore it should be easily mergeable by using Merge Plugins
.
                    

Timescales: This feature is used if you have a other then the standard Skyrim timescale of 20.
                 
There´re three diffrent timescales you can choose from (20,10 or 5) during installation,
                  in order to adjust the Power Cooldown mod to your actual timescale.




Changes
made
  • Summon Karstaag Power
Karstaag stays summonable and has more then 3 uses, which you can emidiatly cast another time (like originial), without
triggering a direct cooldown after each cast. After you had cast your last remaining power the cooldown takes place but
instead of hours, you´ve got to wait for days before Karstaag is summonable again. Now you need both hands to
cast the power and some visual effects were added, to underline it´s unique nature.
How many uses you´ve got left, depends on choosen cooldown timer.

2 hours = 16 uses and 2 Days cooldown
6 hours = 12 uses and 5 Days cooldown
12 hours = 6 uses and 10 Days cooldown


  • Dragonborn All-Maker Stones
All Powers now have more then a single use, bevor you must reaquire them at their respective stones.
Besides that they all have a cooldown of your choice aswell.
How many uses you´ve got left, depends on choosen cooldown timer.

2 hours = 25 uses.
6 hours = 15 uses.
12 hours = 10 uses.


  • Sun Flare
I´ve added the Intense Flames Perk condition, so the effects from the perk can take place aswell.


  • North Wind aka Blizzard
I "fixed" (erase) the damage done to the player. Now you don´t take damage neither from the spell or the power anymore.
Enemys still receive all damage like intended, means no changes to this part.
I´ve added the Deep Freeze Perk condition to the Power, so the effects from the perk can take place aswell.



  • Conjure Werebear
I´ve edited the effect. Now you need either hand to cast the power and a visual effect was added, to underline it´s unique nature.


  • The Tower Stone Power
In order to give it a cooldown timer, there was the need to change it into a power, instead of a passive non castable abiltiy.
Now you need to cast it before you can benefit, instead of a automatic use once per day.
Casting (pressing "use powers" button) plays a sound and you got a 5 seconds time frame to trigger the original effect as
intendet by Bethesda, placing a apropiate hit shader on the player aswell.
After that time frame, a choosen cooldown time takes place, where you neither can recast the power or benefit from it.
After the choosen cooldown timer runs down, you can cast the power another time.

It´s obvious that you should stand in front of your desired object and then emidietly try to open it after
casting the power, bevor you miss the 5 second time frame and the cooldown takes place.



  • Ring of Hircine Power
In order to keep it a special benefit besides the regular "Beast Form Power", this power always has a cooldown of 2 hours,
independent of
which Power Cooldown timer was choosen.




5 New Powers written on Elder Scrolls

Reading an Elder Scroll teaches a Power with a choosen cooldown timer (2, 6 or 12 hours). They all have this cool effect playing when you read them but will not dispel any of your active magical effects. Scrolls have values between 3000 and 5000 Gold and can be sold or droped but after reading them, they vanish for ever (removed from inventory), means you can´t have both, Power & Gold.
No changes at original scrolls (Sun, Blood or Dragon).

The following Powers can be added:




  • Berserker Rage
Pretty much the same as the original power but it has no race restriction. In addition you gain 15% more magical damage,
as a small penalty and I´ve changed and added some visual effects. The new added effect is a small red blast at the center
of the player, causing enemys to run away in fear for 4 seconds, taking place at the very begining of the power spell.
The player receive a slight red magical flame-cloak-looking shader, instead of instant occuring bloodshaders on hands.

You can learn this power by reading the new added "Elder Scroll (Rage)", which you can find deep inside Raldbthar,
a Dwarven ruin located in the mountains west-southwest of Windhelm. Once lowered the bridge at "Deep Market",
releases a leveled Dwarven centurion. There are two large Dwarven chests next to the centurion's gantry.
The left one contains leveled loot and the new Elder Scroll.



  • Adrenalin Rush
Pretty much the same as the original power but it has no race restriction. Further it lasts only 30 seconds, in addition
the time slows down and you do 25 % more critical damage. I´ve changed and added some visual effects aswell.
Now it´s turning all into a green shader while the effect is playing, with intro and outro sequences and the player
receives a fitting hit shader, emitting slightly smoke and pulsing glowing effects from center of the player.

You can learn this power by reading the new added "Elder Scroll (Rush)",
which can be found in the Dwarven ruin of Kagrumez, after completing all three puzzles,
at the table below the Black Bow of Fate.



  • Dragon Aspect
Pretty much the same as the original "Dragon Aspect shout(s)" but it has no daily restriction and it´s a power.
Means it doesn´t overwrite the shout. Casting the new power applies all 3 shouts, each one by one and all within of
3 seconds with a single (voice) cast. Further it lasts only 240 seconds, in order to keep the shout the strongest variant.
I´ve added a magical effect. The new added effect is a small red blast at the center of the player, causing enemys to
run away in fear for 4 seconds, taking place at the very begining of the power spell.

You can learn this power by reading the new added "Elder Scroll (Aspect)", which you can find at the Aetherium Forge.
But first you must defeat The Forgemaster, who carries it around with him, to call it your own.



  • Dovahkiin Privileges
A Magicka overall empowerment and automatic health + magicka restoration by chance, if health drops to low.
May summon guardians aswell by chance, to aid you in combat.

A mix out of "Highborn" & "Dragonskin" racial abillitys and some paralles to "Konahrik" enchantment,
with some different effects.

Spell descritption: Dovahkiin Privileges once every (insert choosen timer) X hours for up to 240 seconds.
Magicka is raised, regenerates faster & you take half Magic Damage. When low on health, heals and empowers you and nearby allies by chance, make undead flee & may summon some Ice Ghosts.

Active Effect descritption: Gain 50 pts Magicka, regenerate 3x faster & take half Magic Damage for 120/240 sec.
When low on health heals and empowers you and nearby allies by chance, make undead flee & may summon
Ice Wraiths or a Ghost.

Features: Summons Ice Wraiths for 45 seconds and by chance a Bound Wispmother, for 120 seconds.
She is equiped with a modified chain lightning spell, which cause coleteral damage and can harm the player aswell.
I´ve combined "Chain Lightning" with some elements from "Seeker Drain" spell, making it very deadly and visual quiet different and nice looking. The dealt overall damage is not to high, so she´s not to overpowered at all and stays vulnerable.
Makes her a dangerous and unpleasent "follower".

Your magicka resuraction rate stays the same (3x higher), no matter if you´re in combat or not.
Normaly the rate drops down to one third of the normal resuraction rate, if you get in combat.

The Blast casts a modified "Grand Healing" spell and it´s upgradeable with "Respite" Perk like the original.
The spell behaves like "Grand Healing" spell, recovering your stamina aswell if perk is gained, in first attempt.
Besides that it recovers your magicka and applies the spell "Rally" on nearby allies.
"Bane of the Undead" spell, as part of the blast, making undead flee and a Blizzard takes place for 5 seconds.

Gaining "Restoration Dual Casting" Perk doubles the power duration to 240 seconds.

You can learn this power by reading the new added "Elder Scroll (Magic)", which you can find deep inside Arkngthamz,
a Dwarven ruin located southeast of Dushnikh Yal. To get to the treasures including the Scroll,
you have to resolve the puzzle. This will open both the outer gates. Follow the tunnel through either door and
you will see the Aetherium Shard, aswell as the new Elder Scroll.



  • Dragons Wrath
A Stamina overall empowerment, with a Fire Cloak and automatic health + stamina restoration by chance,
if health drops to low. May summon guardians aswell by chance, to aid you in combat.

A mix out of "Ancestor's Wrath" racial abillity, "Sun Flare" and some paralles to "Konahrik" enchantment,
with some different effects.

Spell descritption: Take on Dragons Wrath once every (insert choosen timer) X hours, for up to 240 seconds.
Close targets take Fire Damage. Stamina is raised & recovers faster. When low on health, heals and
empowers you and nearby allies, damage enemies by chance & may summon fire Ghosts.

Active Effect descritption: For 120/240 seconds, Dragons Wrath cause 8 pts Fire Damage per second to close targets. Stamina is raised by 50 points & recovers 2x faster. When low on health, heals and empowers you and nearby allies,
damage enemies by chance & may summon Fire Wyrms or a Dragon Priest.

Features: Summons Fire Wyrms for 45 seconds and by chance for 120 seconds, Vahlok's Soul if he was defeated before.
The Priests Soul is wielding a modified fire breath voice spell, a modified fire bold spell and the incinerate spell from dragonborn dlc. He can raise a death thrall, command a weaker deadra or summons further fire wyrms by chance.

Your stamina resuraction rate stays the same (2x higher), no matter if you´re in combat or not.
Normaly the rate drops down to one third of the normal resuraction rate, if you get in combat.

The Blast casts Sun Flare aka Fire Storm with half dealt damage (100 instead of 200 points) and a modified "Grand Healing".
It recovers your and nearby allies health and recovers stamina aswell no matter if perk is gained.

Gaining "Restoration Dual Casting" Perk doubles the power duration to 240 seconds.

You can learn this power by reading the new added "Elder Scroll (Wrath)", which you can find deep in Vahlok's Tomb,
inside a big chest near his coffin. After defeating Vahlok the Jailor, his Soul gets bound to the Wrath-Scroll and he gets summoned as guardian everytime the Wrath effect takes place. Else another Fire Wyrm gets spawned instead.

C r e d i t s

Bethesda for Skyrim
ElminsterAU, Hlp, Zilav and Sharlikran for TESVEdit
Unofficial Patch Project Team and Arthmoor for USKP / USLEEP
Kevin Kidder (sushisquid) and Niux for Thats Racist + Extra Screen Effects
ShinraStrife for FOMOD/NMM Installer tutorial
Nephele and team for The Unofficial Elder Scrolls Pages (UESP)
Giph arts by giphy.com
Giph arts by greensmilies.com
  Dark0ne and team for Nexus