An optional tweak might be needed for ordinator since ordinator have a shout perk that restore all three attribute based on cooldown, I don't know the formula for this mod, but if the cost are not higher than ordinator's shout perk healing which can be obtain with level 20 speech skill, this mod will make shout spammable with no draw back
Never mind the whole heal thing, apparently as long as the cooldown are not triggered and are instead just attribute resources consumption, it will not heal since the shout cooldown are technically 0, thus no heal
So to benefit some of the perk related to cooldown by other perk overhaul, the player will have to spam shout really aggressively and eat every stamina and/or magicka available to benefit from those perk, which is pretty interesting since now there's a strategy like if a player want to heal health or magicka, they have to eat all the stamina with or without shout, and stamina shout to trigger cooldown to heal, or benefit from other cooldown related perk
So now with this mod and other perk overhaul like ordinator, you suddenly have two playstyle at least to pick, manage resource properly with planned shouting, or go all in and trigger all the cooldown related perk like some mad man shouting at everything
Top 5 mod tbh. Got become ethereal and became a god. Died in one shot to a bandit warhammer cracking my skull in after trying to attack out of ethereal state. Ggs.
This mod is actually more lore-friendly. In the Elder Scrolls universe, magic is a form of life energy, and Dragon Shouts are no exception. In ESO, Kaalgrontiid attempts to absorb the life energy of other dragons to ascend as a god and challenge Akatosh. His followers use the life energy of dragons in the Jode's Core to strengthen their Dragon Shouts, similar to what the LDB does to Alduin in Skyrim.
Forceful tongue changes the EDID of the shouts, so I used those for its ini, however I set everything to Magicka anyway. The vanilla shouts just always use whatever the default was. Unrelenting Force is always taking Health. The Thoom shouts are different, they're using Stamina.
Okay I just tested Thoom, changing it to both Magicka for the 1st time, then stamina for the 2nd time, & it worked, so I have 2 suggestions
1. Make sure you place Dragontongue_Thoom.ini in the Dragontongue folder next to Dragontongue_Thunderchild.ini, as that's where the mod looks for custom assignments 2. You shouldn't doubly assign a shout. Even though Forceful Tongue changes the editor id's, the original assignments are still prioritized, because regardless of the changed editor id's, this mod can still recognize that they are referring to the same shouts. Only 1 assignment will win, & it's going to be the main Dragontongue.ini
If this still doesn't work, just tell me your folder structure, I'll replicate it on my setup, & we'll go from there
I keep all my settings and overwrites in a separate mod in MO, so I have this set up like: "MO\mods\Settings Overwrites\SKSE\Plugins\Dragontongue.ini" Overwrite the original mod's file with my setting here "MO\mods\Settings Overwrites\SKSE\Plugins\Dragontongue\Dragontongue_Thoom.ini" Thoom settings here
I also use Kezyma's Root Builder for Mod Organizer, which I don't think would break this, but I've seen weirder things happen with this game so wouldn't be too crazy lol.
Sorry for the late response. This is what's happening in the log:
When Ioad into the game: Loaded plugin Registered class SpellCastEventHandler Then, this line gets added additionally every time I use Unrelenting Force: Has neither =
If it's a passive reduction like the Amulet of Talos (where you can see the reduction from the Magic Menu), then yes, the costs will also be reduced
If it's a situational reduction, like there's a 50% chance of the cooldown being reduced after shouting, then likely no, as it's probably being activated via a script. Scripts are not generally fast enough to activate before plugins, so by the time the cooldown has been reduced, the costs have already been applied
Now, there is a way to rewrite each of these scripts to retroactively restore the costs, but I'm probably not going to go through all the trouble, & I wouldn't recommend anyone else try to either
Builds that don't usually utilize one of the 3 stats, will now have to reconsider point allocations on level up. A pure warrior needing magic, a wizard rethinking his need for stamina, or a glass canon ranger bulking out his health pool.
Genuinely a great idea.
I often don't use shouts due to cool down times, so just having to consider stat costs is great.
I like the concept from an immersion standpoint, new dragonborn having to pay a physical toll when experiencing dragonspeach/shouts for the first time. After all, our bodies are far more fragile than dragon's. So it makes sense to me.
Here's a related thought: how about the drain lessening a bit over time as the player gains more experience.
Looks really cool, everything seems to work well. Admittedly I do not have a lot of shouts unlocked in this current playthrough so testing was minimal. But I did run into a small quirk. I was unable to use the elemental fury shout if there is a magic weapon equipped. A notification pops up saying that this weapon is already enchanted. Also, if at all possible, having the ability to adjust how much each shout costs per shout in the provided ini would be awesome.
This made me think that implementing a fourth resource specifically for shouts would perhaps be an even better way of improving the shout experience. It could also be something you could choose to invest in when you level up like you do normally with stamina/magicka/health. That would make it so that you could really "invest" in a shout focused build. Then also have perks that lets you use less of that resource etc
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So to benefit some of the perk related to cooldown by other perk overhaul, the player will have to spam shout really aggressively and eat every stamina and/or magicka available to benefit from those perk, which is pretty interesting since now there's a strategy like if a player want to heal health or magicka, they have to eat all the stamina with or without shout, and stamina shout to trigger cooldown to heal, or benefit from other cooldown related perk
So now with this mod and other perk overhaul like ordinator, you suddenly have two playstyle at least to pick, manage resource properly with planned shouting, or go all in and trigger all the cooldown related perk like some mad man shouting at everything
If that still didn't work, let me know, & I'll find out what's going on
Vanilla: https://pastebin.com/qQKi43CP
Forceful Tongue: https://pastebin.com/YtHeRmf8
Thoom: https://pastebin.com/yeVw3iQ3
Forceful tongue changes the EDID of the shouts, so I used those for its ini, however I set everything to Magicka anyway.
The vanilla shouts just always use whatever the default was. Unrelenting Force is always taking Health.
The Thoom shouts are different, they're using Stamina.
1. Make sure you place Dragontongue_Thoom.ini in the Dragontongue folder next to Dragontongue_Thunderchild.ini, as that's where the mod looks for custom assignments
2. You shouldn't doubly assign a shout. Even though Forceful Tongue changes the editor id's, the original assignments are still prioritized, because regardless of the changed editor id's, this mod can still recognize that they are referring to the same shouts. Only 1 assignment will win, & it's going to be the main Dragontongue.ini
If this still doesn't work, just tell me your folder structure, I'll replicate it on my setup, & we'll go from there
"MO\mods\Settings Overwrites\SKSE\Plugins\Dragontongue.ini" Overwrite the original mod's file with my setting here
"MO\mods\Settings Overwrites\SKSE\Plugins\Dragontongue\Dragontongue_Thoom.ini" Thoom settings here
I also use Kezyma's Root Builder for Mod Organizer, which I don't think would break this, but I've seen weirder things happen with this game so wouldn't be too crazy lol.
If you can find the "Dragontongue.log" file in your SKSE logs folder, post it & maybe I can tell what happened
When Ioad into the game:
Loaded plugin
Registered class SpellCastEventHandler
Then, this line gets added additionally every time I use Unrelenting Force:
Has neither =
but like, if perks reduce cooldowns, will it reduce the cost of using the shouts?
If it's a passive reduction like the Amulet of Talos (where you can see the reduction from the Magic Menu), then yes, the costs will also be reduced
If it's a situational reduction, like there's a 50% chance of the cooldown being reduced after shouting, then likely no, as it's probably being activated via a script. Scripts are not generally fast enough to activate before plugins, so by the time the cooldown has been reduced, the costs have already been applied
Now, there is a way to rewrite each of these scripts to retroactively restore the costs, but I'm probably not going to go through all the trouble, & I wouldn't recommend anyone else try to either
Thanks for making this! <3
Builds that don't usually utilize one of the 3 stats, will now have to reconsider point allocations on level up. A pure warrior needing magic, a wizard rethinking his need for stamina, or a glass canon ranger bulking out his health pool.
Genuinely a great idea.
I often don't use shouts due to cool down times, so just having to consider stat costs is great.
Here's a related thought: how about the drain lessening a bit over time as the player gains more experience.
Thanks
@quack2christer Thanks for the link - kudos