Mod is considered in a full release state, but I will still support and attempt to address bugs reported to me here.
Note for SKSE users: I have now released a more to-the-point fix mod, Simply Capped Slow. This will let you just set a cap on how strong the slow effect can be but otherwise leave the effect alone if you would prefer.
Mysticism compatibility was easier than anticipated, no patch needed. Just load Frost Slow Tweaks after Mysticism. This will override the changes Simon made to frost slow effects, but this is not a problem since his edits were intended as a fix to this same issue as well, just from a different angle.
...ended up here in search for a mod that turns off the slow effect for dragons while in the air...yet keeping it while on the ground...or just turn the 'slow in mid air trigger' into a pseudo Dragonrend instead of...well...a bug. P.S. - After some optional reading...I find both your frost fixes to be the 'shiznit'...endorsements incoming for both.
I was making a mod/fix request in a round about manner..have not tried either of your mods...was also just commending them on mere design concept alone.
The rewrite doesn't really change anything with respect to the Mysticism interactions we talked about before. It's still a case of either let Mysticism's 90% fix stand or overwrite with this instead.
If all you want is a fix that works cleanly with Mysticism and covers other spell packs, my other mod should do what you want as long as you don't mind running SKSE. Look at Simply Capped Slow. That one even has patches for Mysticism, Apocalypse and Tomebound and is better focused on just fixing the actual bug. It lets you assign a maximum value for slow effects (default 80) and otherwise leaves the effects scaling, resistance, etc alone. I just had to use SKSE to do that, so I made it a separate mod instead of adding a dependency to this one.
Conflict in magic effects freeze slow effect... that mod will also likely be ran alongside Ordinator or Vokrii as it is or will be compatible with both
I'm actually in the Enairim Discord with the author of that mod. I really look forward to playing it, but am still in the middle of a mod list I set up a few weeks before he released it. I'll probably look more closely at patching later when I have more free time, but I am pretty busy with real life and work for now.
All of that said, I have talked with Simon and he has his own method of fixing the slow effect's tendency to break in place already. He uses the standard carry weight trick to make the movement speed update when it should, and uses a different combination of tricks to avoid the magnitude issue, so it might turn out better to just use his mod and drop mine without even worrying about a patch, if you are only using mine for the fix part.
I just had a chance to look in detail. There was one conflict, but it was a dirty/unnecessary edit in Frost Slow Tweaks, so I am uploading a new version that removes that. Starting in version 1.0.4, you can just load it after Mysticism and both will work fine together.
This will however completely replace Simon's intended slow effect fix with mine in all of his spells as well, but there's no good way to avoid that.
That's the short version, yes. There are also significant gameplay differences caused by the difference in our approaches though.
I'll spare you the painful details, but basically my solution will feel clunkier but is 100% guaranteed to work and can cover Apocalypse and Tomebound. The solution in Mysticism only completely works for Mysticism itself and can *theoretically* still break down if you get too high of a destruction magnitude boost, but should feel much smoother and more natural.
If you are using a mod manager that handles the fomod installer, there should be no issue. If you are installing manually, then you need to look in the "alternate-esps" subfolder and pick whether you want stamina scaling or not, copy the appropriate esp (it's name is self-explanatory) and rename it to "FrostSlowTweaks.esp."
This is an artifact of me choosing to have it use an alternate esp choice for stamina scaling or not since I did not want to clutter with even more patch esps for every little thing. I may revisit the overall structure if this layout is too much of a pain point for manual installers, but I do suggest letting a manager handle the fomod, which I set up to automatically handle these sort of things.
Yes it does. With this, the slow inflicted by frost spells will kick in and stop when it is supposed to in addition to the magnitude-bug related fixes I laid out in the description.
Anything that increases spell magnitude risks breaking the vanilla slow effect. Worth noting that the base game effect is so easy to break that even just dualcasting (with the destruction perk) will do it without mods. This tweak mod just sidesteps the issue by cutting the effect off from all the usual scaling/boosting effects.
Wildcat itself has a setting to turn off the movement speed penalty when out of stamina. I'd suggest you use that for now if the strength of the slow bothers you.
I might be able to make an optional file to keep them from stacking together if I find time, but I make no promises yet.
Yes actually. If you pick the install option to remove stamina scaling from the effect, then the largest slow you would see with wildcat would be 65% (50% from frost + 15% from wildcat/smilodons stamina depletion slow).
Experiencing an immediate crash-to-desktop as soon as Plague Life or Infect Life hits an NPC with the Tomebound patch. Tested this further with a new game and a load order that only included the official Bethesda plugins, Tomebound, this mod, the patch and Skyrim Unbound in that order to make sure it wasn't some weird conflict. I am also using the latest version uploaded today. Beyond my ability to figure out what's going on at this point.
Thanks for the report. I'll look into this as soon as I can get home from work and get back with you. In the meantime, you could try just not using the Tomebound patch.
It *should* just apply the slow with the wrong magnitude and duration if you don't have the patch, but if it still crashes there might be something more inherently wrong here.
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Note for SKSE users: I have now released a more to-the-point fix mod, Simply Capped Slow. This will let you just set a cap on how strong the slow effect can be but otherwise leave the effect alone if you would prefer.
If all you want is a fix that works cleanly with Mysticism and covers other spell packs, my other mod should do what you want as long as you don't mind running SKSE. Look at Simply Capped Slow. That one even has patches for Mysticism, Apocalypse and Tomebound and is better focused on just fixing the actual bug. It lets you assign a maximum value for slow effects (default 80) and otherwise leaves the effects scaling, resistance, etc alone. I just had to use SKSE to do that, so I made it a separate mod instead of adding a dependency to this one.
https://www.nexusmods.com/skyrimspecialedition/mods/27839
Mysticism - A Magic Overhaul
Conflict in magic effects freeze slow effect... that mod will also likely be ran alongside Ordinator or Vokrii as it is or will be compatible with both
All of that said, I have talked with Simon and he has his own method of fixing the slow effect's tendency to break in place already. He uses the standard carry weight trick to make the movement speed update when it should, and uses a different combination of tricks to avoid the magnitude issue, so it might turn out better to just use his mod and drop mine without even worrying about a patch, if you are only using mine for the fix part.
Otherwise if I just give your mod priority in my load order over Mysticism will that cause any issue?
This will however completely replace Simon's intended slow effect fix with mine in all of his spells as well, but there's no good way to avoid that.
I'll spare you the painful details, but basically my solution will feel clunkier but is 100% guaranteed to work and can cover Apocalypse and Tomebound. The solution in Mysticism only completely works for Mysticism itself and can *theoretically* still break down if you get too high of a destruction magnitude boost, but should feel much smoother and more natural.
This is an artifact of me choosing to have it use an alternate esp choice for stamina scaling or not since I did not want to clutter with even more patch esps for every little thing. I may revisit the overall structure if this layout is too much of a pain point for manual installers, but I do suggest letting a manager handle the fomod, which I set up to automatically handle these sort of things.
I wish I could endorse this mod more than once.
Anything that increases spell magnitude risks breaking the vanilla slow effect. Worth noting that the base game effect is so easy to break that even just dualcasting (with the destruction perk) will do it without mods. This tweak mod just sidesteps the issue by cutting the effect off from all the usual scaling/boosting effects.
I might be able to make an optional file to keep them from stacking together if I find time, but I make no promises yet.
Thanks for the great mod by the way.
It *should* just apply the slow with the wrong magnitude and duration if you don't have the patch, but if it still crashes there might be something more inherently wrong here.
You should be able to safely update the core mod in place without any special considerations.