I've been having some issues getting the charging to work properly. First, I should say I do have requiem and I am using the requiem speed setting in the MCM.
Basically, whenever I charge spells, it's a coin flip as to whether or not the damage properly goes up for destruction spells. I'm not sure if this could be an issue with True Directional Movement and its lock on system, but it's just a bug I've noticed. For example, I'll charge up Astral Bite from the Astral Magic mod and it'll say in the menu that its magnitude went up from 12 to 36, but then I launch it and it only does 12 damage like it was never charged despite taking magicka. And again, it's random and not particularly accurate. I could launch a firebolt that says it will deal 80 damage and then it will keep burning for well over 200, one-shotting some enemies. Not sure if this is an unintended effect of how fire works, but it's slightly annoying when the numbers are usually accurate otherwise.
I wouldn't discard the spell tome entirely. Acquiring it via vendor distribution or in some cell to unlock the perk is a fun idea. For balance and compatibility reasons, it could turned out better that way.
1. Can you add a VFX trigger dependent on the class of magic used for the spell - OR just some other basic particle effect to indicate charge - OR a SFX trigger to indicate charge - OR a consistant tornado affect around the player that maybe knocks objects back depending on the stage charge (maybe last stage)
That will make this mod insane, the damage potential and magic mastery, limitless possibilities
I'm afraid that if I make more changes to the script, something else might break in the process. Fixing the dual casting already felt like performing surgery, and this would require even more rewrites
if i'll ever decide to create a brand-new mod with similar mechanics, not fixing/reducing other's, i'll consider your idea)
thanks) if you really have a lot of ideas, message me and write what comes to mind. If I like something (+ if it seems simple for lazy me), I'll make it. I just have a problem with ideas
I have a suggestion but am not sure how viable that is. I'd like a version where the movement speed reduction only occurs as soon as a spell has been charged once. So you can not run around indefinitely and charge a spell but won't be hindered if you regularly channel a spell and until the first charge occurs. For me, that wounds like a nice in-between solution.
I'm afraid that if I make more changes to the script, something else might break in the process. Fixing the dual casting already felt like performing surgery, and this would require even more rewrites
I think there shouldn't be any problems with the 1st variant, it works through a perk. If ur actually gonna use it and notice the thing again, you can let me know, I can try fix it
19 comments
Basically, whenever I charge spells, it's a coin flip as to whether or not the damage properly goes up for destruction spells. I'm not sure if this could be an issue with True Directional Movement and its lock on system, but it's just a bug I've noticed. For example, I'll charge up Astral Bite from the Astral Magic mod and it'll say in the menu that its magnitude went up from 12 to 36, but then I launch it and it only does 12 damage like it was never charged despite taking magicka. And again, it's random and not particularly accurate. I could launch a firebolt that says it will deal 80 damage and then it will keep burning for well over 200, one-shotting some enemies. Not sure if this is an unintended effect of how fire works, but it's slightly annoying when the numbers are usually accurate otherwise.
1. Can you add a VFX trigger dependent on the class of magic used for the spell
- OR just some other basic particle effect to indicate charge
- OR a SFX trigger to indicate charge
- OR a consistant tornado affect around the player that maybe knocks objects back depending on the stage charge (maybe last stage)
That will make this mod insane, the damage potential and magic mastery, limitless possibilities
if i'll ever decide to create a brand-new mod with similar mechanics, not fixing/reducing other's, i'll consider your idea)
Best of luck with your future endeavors, I support every one
if you really have a lot of ideas, message me and write what comes to mind. If I like something (+ if it seems simple for lazy me), I'll make it. I just have a problem with ideas
I'd like a version where the movement speed reduction only occurs as soon as a spell has been charged once.
So you can not run around indefinitely and charge a spell but won't be hindered if you regularly channel a spell and until the first charge occurs. For me, that wounds like a nice in-between solution.
.
thank you for this one! Will definitely try it again.