Finally, a mod that messes with spell casting speed! It was getting old having enemy wizards ouright spam 20 thunderbolts with aimbot in 5 seconds. With this mod they should be less of a pain in the ass.
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.
48 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!