Hello, i respected the load order and everything but i have an issue , npc don't get falls damage, even if a launched them from the throat of the world do you had this issue ?
This patch breaks Improved telekinesis, but it is not really needed.
Load Order with latest GOG AE Skyrim (should work with any version i guess): Extended Telekinesis distance (x2-x5) RealTelekinesis UseTelekinesisOnTraps truetelekinesis (https://www.nexusmods.com/skyrimspecialedition/mods/7341)
True telekinesis doesn't require two hands and you can throw objects at npcs with no problems. You won't launch enemies like thrown objects or vampire lord throw, but if using the "strong throw force" version of the mod - you can just move your mouse and throw npcs to the side, while doing good damage after the landing.
Can you please help? Everything seems to work except Improved Telekinesis SE. Vortex sorted the loading order by itself, I can't change it (Extended Telekinesis Distance Х4 (17), Improved Telekinesis (16), Real Telekinesis (15), Use Telekinesis on Traps (14), FIXES_Telekinesis (18)), but I manually added dependencies so that your patch would load after all the mods in the order you described. But Improved Telekinesis SE still doesn't work.
Well done! Being able to have all four of these mods work together is incredible and I'm currently laughing my butt off seeing how far I can make Solitude guards fly in the direction of Morthal.
One thing I wanted to note though is I initially started with the X5 version of the extended mod but Vortex was complaining I didn't have X4. When I uninstalled X5, installed X4, and tried it out I was no longer able to use the functionality of Improved Telekinesis. I put X5 back on and it worked again.
I'm using the latest Skyrim Anniversary version and wholeheartedly endorse this mod for X5, but I think it may need a little more work. Thank you so much.
First thanks for your kind comment for this basic patch... I added that users specifically need the X4 version.
But the mod "Improved Telekinesis" has a bug, which I think is not fixed with your current setup.
In mod description, I added steps on how to make everything work properly. I think it will fix any issue you have. Also I updated this mod to remove protection from protected NPCs (not essential NPCs).
Thank you, I'm looking forward to downloading the update. Is it possible to make the essential NPC change something the player could toggle in a config file? Sometimes I just reallllllllly need to throw Jarl Balgruf across Dragonreach
Yes, I was trying the dual cast but I confess I'm having other issues. I can no longer activate traps and stuff from a distance. I don't think anything in my mod list is causing an issue, especially since I have all these Telekinesis mods at the bottom of the load order. I'll keep troubleshooting :)
Still unable to lift NPCs while dual wielding telekinesis, and can't activate traps. I haven't tried any of the vampiric stuff but am gonna try my old load order that allowed improved telekinesis and the extended telekinesis to function together. I wish you luck finding a fix
I'm definitely hoping it's just me goofing up somewhere. I'll double check!
Edit: the plugins were in the correct order. Vortex isn't giving me any warnings about mods overriding these mods, but I'm going to put them as low in the list as I possibly can.
This mod looks amazing first of all, it might actually make telekinesis viable. my main hang up is requiring 5 plug-in slots. Is there a way to make an AIO? in VR, plug-in slots are sacred. and merging seems to break mod item spawner type mods like simple item spawner
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i respected the load order and everything but i have an issue , npc don't get falls damage, even if a launched them from the throat of the world do you had this issue ?
Load Order with latest GOG AE Skyrim (should work with any version i guess):
Extended Telekinesis distance (x2-x5)
RealTelekinesis
UseTelekinesisOnTraps
truetelekinesis (https://www.nexusmods.com/skyrimspecialedition/mods/7341)
True telekinesis doesn't require two hands and you can throw objects at npcs with no problems.
You won't launch enemies like thrown objects or vampire lord throw, but if using the "strong throw force" version of the mod - you can just move your mouse and throw npcs to the side, while doing good damage after the landing.
One thing I wanted to note though is I initially started with the X5 version of the extended mod but Vortex was complaining I didn't have X4. When I uninstalled X5, installed X4, and tried it out I was no longer able to use the functionality of Improved Telekinesis. I put X5 back on and it worked again.
I'm using the latest Skyrim Anniversary version and wholeheartedly endorse this mod for X5, but I think it may need a little more work. Thank you so much.
I added that users specifically need the X4 version.
But the mod "Improved Telekinesis" has a bug, which I think is not fixed with your current setup.
In mod description, I added steps on how to make everything work properly. I think it will fix any issue you have. Also I updated this mod to remove protection from protected NPCs (not essential NPCs).
Try dual casting on a random guard.
Adding a config is out of my scope, but I could make another version which doesnt protect essentials
Only possible thing I could think of, is you rearranged the "mods" but not the "plugins".
Tab for mods and plugins
Edit: the plugins were in the correct order. Vortex isn't giving me any warnings about mods overriding these mods, but I'm going to put them as low in the list as I possibly can.
Edit, solved my own problem like 5 minutes later magicgrabactorthrowforce in the game settings
- The 4 mods required are are made by 4 different authors, and this patch is the 5th. So I am not allowed to merge them.
- 4 out of 5 plugins are ESP-FE, which on normal Skyrim means they dont "really" take an ESP slot, though I assume that is not the case with Skyrim VR?
You could try this mod (Telekinesis - Better), it allows lifting an NPC or multiple items at once, but it also has 2 issues: