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 ?
hi there, i downloaded this mod tried it out it seemed to work correctly as intended
but after some gameplay testing, i soon realized there was a problem,
i have noticed other people having issue about the same thing, combining the telekinetic actor with the telekinetic object in a concentrated pulse,
EX. if your picking up the object, then you line it up with an Actor NPC, then it will prioritize grabbing the actor NPC over your previously held object
Solution : break this spell down into 2 spells. Telekinesis Grab Actor (NPC) and Telekinesis Grab Object... if you can merge them successfully without the cross-over that would be great..
I made a version with separate spells. I created a new spell with only body effects and restored the vanilla one as it was. But unfortunately it is not possible to use both at the same time (one in each hand) because it warns that "I am already holding something".
Idk if it's legit or not, but I think it may have something to do with the "Time Master" perk from Slow Time Spells. There're 2 perks that let you move at 80% and 100% during slow time effects.
The 100% movement seems to work just fine, but the 80% perk somehow bugs out telekinesis and makes it throw targets away from you instead of pulling. I'm saying this because it was working just fine before adding the 80% perk. Once I removed the perk in the console, it went back to normal.
Tl;dr, if you're using both of these mods, just add time master rank 2 via the console. It's basically xx002300, with xx being the mod index.
Great mod you made except for one issue, let's say for example , I pick up a weapon and try to aim it in an enemy direction, if I do that then the weapon gets dropped immediately and the enemy gets picked up instead.
You guys sure it's not a different telekinesis mod installed along-side this one? This mod doesn't have any dll or other dependency that would cause this behavior in AE.
Just tested it myself on the latest AE steam version (1.6.640.0.8) alongside skse 2.2.3 rel 6 and it works flawlessly. granted i only tested it for like 5 minutes but as the author said, its a simple spell edit independent from dlls and the whole shebaz. it should just work.
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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 ?
And hilarious.
tried it out
it seemed to work correctly as intended
but after some gameplay testing,
i soon realized there was a problem,
i have noticed other people having issue about the same thing,
combining the telekinetic actor with the telekinetic object in a concentrated pulse,
EX. if your picking up the object, then you line it up with an Actor NPC, then it will prioritize grabbing the actor NPC over your previously held object
Solution : break this spell down into 2 spells. Telekinesis Grab Actor (NPC) and Telekinesis Grab Object...
if you can merge them successfully without the cross-over that would be great..
When aiming a telekinetically lifted object at an NPC, the object gets ddropped and the NPC gets lifted.
The 100% movement seems to work just fine, but the 80% perk somehow bugs out telekinesis and makes it throw targets away from you instead of pulling. I'm saying this because it was working just fine before adding the 80% perk. Once I removed the perk in the console, it went back to normal.
Tl;dr, if you're using both of these mods, just add time master rank 2 via the console. It's basically xx002300, with xx being the mod index.
Try moving it lower in your load order.