Sadly I think this mod is responsible for my randomly happening CTD. After deinstalling and going back to savefile where this mod wasnt installed the game runs perfectly....so far. Maybe there is a confrontation with the mod apocalype?
I thought this too, when setting charge time really low I was having CTDs with one specific follower that liked to spam one specific fire spell. It turns out (after a lot of digging and crashing myself) it was StrangeRunes with newer XPMSE & HDT-SMP (But not HDT-PE) and this, namely, some magicnode skeleton related crash. So as the follower cycles spells faster (due to casting spells faster) the likelyhood of the crash being triggered increases proportionally with the decrease in charge time, though it was NOT the cause of the crash.
Hello, I'd like to know if it is possible to have the mod affect ONLY ritual spells? Base charge time of .5 is fine with me, I don't intend to get it down to .25 or lower just to make ritual spells actually usable. In the description part you've written in "possible code changes" that detection of the spell's keywords could be done. Would that work on ritual spells for example?
Would it be possible to do partial charged spells with SKSE? Like, if you charge for 50% of the required time, the spell will still fire at a lower magnitude.
Unfortunately the place in the code where I made the changes does not have access to the information about who is casting the spell so any enchantment or perk changes would be difficult to implement.
1. There is no previous version. The only recent change is that I have uploaded the source code as you can see if you look at the "Author's activity" log.
2. I'm not certain what you would like to do, but both possibilities I can think of are relatively straight forward to achieve and don't require a SKSE plugin: - If you want to change how long you need to hold down the shout key to trigger the second and third word shout effects, use TES5Edit or the Creation Kit to change the values of the Game Settings fShoutTime1 and fShoutTime2 (console commands; lasting only for current session: e.g. getgs fShoutTime2 and setgs fShoutTime2 0.6). - If you want all shouts to be usable again faster by a given percentage you might need a little more work with the Creation Kit but you can start by looking at the Enchantment for the Amulet of Talos (EnchReligiousTalos 0008850B).
47 comments
After deinstalling and going back to savefile where this mod wasnt installed the game runs perfectly....so far. Maybe there is a confrontation with the mod apocalype?
I'd like to know if it is possible to have the mod affect ONLY ritual spells? Base charge time of .5 is fine with me, I don't intend to get it down to .25 or lower just to make ritual spells actually usable.
In the description part you've written in "possible code changes" that detection of the spell's keywords could be done. Would that work on ritual spells for example?
Awesome mod series!
Could you make use of Logs so that we know what got changed compare to previous version.
2. Request
If possible make it to affect shouts to by second global variable which seperate from SpeedCasting default global variable.
2. I'm not certain what you would like to do, but both possibilities I can think of are relatively straight forward to achieve and don't require a SKSE plugin:
- If you want to change how long you need to hold down the shout key to trigger the second and third word shout effects, use TES5Edit or the Creation Kit to change the values of the Game Settings fShoutTime1 and fShoutTime2 (console commands; lasting only for current session: e.g. getgs fShoutTime2 and setgs fShoutTime2 0.6).
- If you want all shouts to be usable again faster by a given percentage you might need a little more work with the Creation Kit but you can start by looking at the Enchantment for the Amulet of Talos (EnchReligiousTalos 0008850B).