Been a long time since this was released but wanted to say thank you and endorse it, this mod works very well in my SkyrimVR modlist.
One thing I was wondering for anyone that knows, is there a way to reconfigure the cooldown time between toggling on and off?
For instance the way I want to really use this is for a split-second slowdown to time my blocks so I: (1) hit shout button when enemy swings and block (2) I immediately tap again to exit the slowdown, but instead I get the exhausted ability / on cooldown noise and have to wait 3-4 seconds to toggle back off. Would this be configured by an unlimited shout mod, or is this the cooldown setting for this particular "shout"/ability? I checked if I could modify it in SSEEdit, but things like cast time, delay, duration and such already seemed to be set to 0; maybe someone else knows what parameter to tweak, if possible?
Either way thanks again for this simple, but awesome mod!
Ha! Never got a notice of your reply so with this lag time we're basically simulating a convo from the age of sailing. XD
For anyone wondering this was the answer- Badbagbabby's suggestion worked using the mod "Remove Lesser Power Cooldown (Technically)" this mod's time slow can be instantly toggled on and off in combat and it pairs really well with the recent parrying mod, "Pseudo Physical Weapon Collision and Parry". Huge and awesome change in one handed combat.
Only downside is that my game gets more ctds now, though I'm not 100% on which of these three mods are responsible, still a fun time though!
Looky there, we've moved from the age of sail to the age of steam-powered ships!
Glad to hear you found it! The script on this mod is pretty light (really light actually) but running any script forces the engine to do something, and the more you run at once or the faster you call them, the more likely it is the engine breaks. I'm pretty sure it's not the fault of either mod (though more scripting means the engine needs more time to execute the script before it can deal with the next script in the chain) but simply the limitations of the engine trying to run a bunch of scripts at the same time. I would suggest taking a look at the RLPC mod and maybe setting the cool down to something slightly more reasonable to minimize crashes, but YMMV.
One thing you may want to check is if PPWC&P has a slow-time feature to it. I could easily see how that could cause problems if two scripts are playing with the same variable at the same time.
Ok. Did some sleuthing (because I needed a break from actual work). So the RLPC mod is just changing the global value for the cooldown. What I might do to see if I could isolate the problem is play with the settings and see if there's a value that is fast enough to get the feel you want, but slow enough to not cause a scripting bottleneck. You can temporarily remove the RLPC mod from your load order and just put the below in the console and adjust the values up until you get the feel you want (with 50% less crashing). RLPC defaults to 0.1. I might start off with 0.25 and adjust from there.
(full steam ahead) Thanks! I'll try it out when I can and see if it crashes less. Either way its a fun time and to be honest Skyrim (LE/SE/VR/NachoSupreme) isn't the most stable of games to begin with and I'm running a lot of mods. XD
Man. I've watched enough anime that it's simply insane that I did not get the reference. Thankfully, my son, who is now 10, cured my absolutely unforgiveable ignorance. I have no excuse. Please accept my most humble apologies.
Hi, i need some help, i changed the value from Stamina to Magicka but when i have 0 magicka, the spell is still active. I found that the spell deactivate only when stamina is less than 5 even though i use magicka :'). Do anyone has a solution ? Thx.
I think this was in the script itself. I'm not set up for modding skyrim currently (sucked into other stuff) but there's a script editing tool you can use to edit compiled scripts. If I recall you have to unpack the scripts and also download and unpack the SKSE scripts (unto the right directories) before you can load it up. I did rely on some of the functions from SKSE, so you will definitely need those.
Ahahaha. Yeah. I actually included the source code for the script. Script copied below. Just change the "stamina" to Magicka (or magic... I forget what they called the value), then recompile (still gotta have the base scripts and the SKSE scripts in the right places, and while it is possible to do this from inside Mod Organizer or Nexus... its about as easy as paying your taxes and not using the standard deduction).
Spell Property YourAbility Auto Event OnEffectStart (Actor akTarget, Actor akCaster) If Game.GetPlayer().HasSpell(YourAbility) == false && Game.GetPlayer().GetActorValue("Stamina") >=5 Game.GetPlayer().AddSpell(YourAbility) Else Game.GetPlayer().RemoveSpell(YourAbility) EndIf EndEvent
If the magic version still drains stamina instead of magicka, you can use sssedit to fix it. Just locate SlowTimeSpell>MagicEffect>StaminaDamage change the Actor Value from Stamina to Magicka. Worked for me hope works for you too.
There isn't a "spell" version. It should just be a lesser power that gets added automatically when you start the game, either a new game or loading a save. I did it this way because I like to assign it to a VRIK gesture so I can be a duel-wielding ninja badass.
That's odd. This doesn't really do anything that should cause a crash. Have you looked at your logs? I doubt its a conflict. The only thing I can think of of the top of my head is if you had another mod with a script using the same name.
Oh boy. Just a quick question. Are you using SKSE? Are you launching the game using the SKSE version? I'm pretty sure I'm using some of their script extensions for the toggle. That could be the culprit.
I really love this mod. You did a great job. I was wondering how I could disable the "Enhanced Reflexes Added" message when I toggle, for immersion. I have looked through the file in xedit but cant find it.
It's in the script itself. There's a third party tool you can use to edit already compiled scripts. It's basically just a debug message that fires off them the script gets triggered, so people like me know when the power is active, since I decided I like the message better than having everything tinted oddly with the shaders.
64 comments
One thing I was wondering for anyone that knows, is there a way to reconfigure the cooldown time between toggling on and off?
For instance the way I want to really use this is for a split-second slowdown to time my blocks so I: (1) hit shout button when enemy swings and block (2) I immediately tap again to exit the slowdown, but instead I get the exhausted ability / on cooldown noise and have to wait 3-4 seconds to toggle back off. Would this be configured by an unlimited shout mod, or is this the cooldown setting for this particular "shout"/ability? I checked if I could modify it in SSEEdit, but things like cast time, delay, duration and such already seemed to be set to 0; maybe someone else knows what parameter to tweak, if possible?
Either way thanks again for this simple, but awesome mod!
For anyone wondering this was the answer- Badbagbabby's suggestion worked using the mod "Remove Lesser Power Cooldown (Technically)" this mod's time slow can be instantly toggled on and off in combat and it pairs really well with the recent parrying mod, "Pseudo Physical Weapon Collision and Parry". Huge and awesome change in one handed combat.
Only downside is that my game gets more ctds now, though I'm not 100% on which of these three mods are responsible, still a fun time though!
Glad to hear you found it! The script on this mod is pretty light (really light actually) but running any script forces the engine to do something, and the more you run at once or the faster you call them, the more likely it is the engine breaks. I'm pretty sure it's not the fault of either mod (though more scripting means the engine needs more time to execute the script before it can deal with the next script in the chain) but simply the limitations of the engine trying to run a bunch of scripts at the same time. I would suggest taking a look at the RLPC mod and maybe setting the cool down to something slightly more reasonable to minimize crashes, but YMMV.
One thing you may want to check is if PPWC&P has a slow-time feature to it. I could easily see how that could cause problems if two scripts are playing with the same variable at the same time.
setgs fMagicLesserPowerCooldownTimer 0.1
Thanks! I'll try it out when I can and see if it crashes less. Either way its a fun time and to be honest Skyrim (LE/SE/VR/NachoSupreme) isn't the most stable of games to begin with and I'm running a lot of mods. XD
Spell Property YourAbility Auto
Event OnEffectStart (Actor akTarget, Actor akCaster)
If Game.GetPlayer().HasSpell(YourAbility) == false && Game.GetPlayer().GetActorValue("Stamina") >=5
Game.GetPlayer().AddSpell(YourAbility)
Else
Game.GetPlayer().RemoveSpell(YourAbility)
EndIf
EndEvent
Seemed like a great mod idea though.