Skyrim Special Edition
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Kaylo

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kaylo

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Modifies Telekinetic Hand to Affect NPCs when dual-casting.

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Requiem SE Patches - Telekinetic Hand
for ogerboss'
Requiem - The Roleplaying Overhaul v4.0.2 (SSE-Converted)
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This is the first of what will likely be a bunch of niche, largely useless tweaks no one will want or care about for SE Requiem (and some wholly unrelated, but it's all going under Requiem patches because reasons).

Ultimately it will be stuff ranging from alcohol tweaks, to food recipes (I don't need salt to cook raw meat, thanks) and effects (i.e. not pointless stuff like +5 fortify magicka effect), Less invisible traps, worn armor keywords (circlets with open hoods type stuff), a waterwalking spell 'cause I couldn't find one I liked, tweaks to skill factors for crafting (end-game crafting comparable to what you can purchase instead of crappier), ward tweaks ("fixes" cause they suck otherwise), range tweaks for light spells, reintroducing the transmute ore spell (cause it ain't that broken comparatively to a lot of other stuff, and removed content is no fun), imagespace tweaks so things like poisons suck less at low resistances, minor perk tweaks to make high-level spells less broken (i.e. overpowered) for people that don't want complete overhauls that could affect other spell mods they have installed. Some random compatibility patches that may or may not even be related to Requiem, like combining reduced attack angles/reach/turn radius changes from Mortal Enemies (updated and corrected for some entries) with other mods like Growl, while keeping Requiem stats for everything, along with my own tweaks for somewhat less ridiculous health regen for some enemies (die in fire enchanted spheres!) Compatibility patches for LOTD, RS Children, updated altar tweaks for Blessings Ignore Crime (was outdated), and other things I've tweaked to keep them from overwriting Requiem changes with vanilla junk. Plus or minus a couple dozen other mods I've patched for compatibility with Requiem.

...That was a hell of a run-on. Are your eyes bleeding?

I may or may not get to all of that in a reasonable time frame, as it's all jammed into two override patches I use in my playthrough (one ESL flagged). So I gotta pull out the junk and remove masters, etc. for each of these. I'm also a busy dude, so we'll see. There's also permissions to consider, and I'll have to double-check each one to confirm they allow patches/tweaks.


(What This Mod Does)
Telekinetic Hand Tweaks:

Spell works normally when cast with a single hand.
When Dual-Casting, now affects NPCs. Magnitude of this specific effect is decreased as I was looking for something sufficient to pull a guy off a ledge, but not throw him around; however, Skyrim seems to treat TK magnitude strangely, so it's still overpowered as #$%& if you abuse it. So go ham. Or don't. Up to you.

That's all it changes. No tweaks to pull speed or acceleration or anything. Same casting cost (i.e. exorbitant). My personal version is different, but other people may not like additional changes, so it's vanilla Requiem other than the above. Tweak it all you want.

I'd considered combining it with Use Telekinesis on Traps as permissions seem to allow it, but it also apparently uses assets from another mod, and I haven't delved into that to confirm whether I'm allowed to upload a mod incorporating it. I may or may not look into this for a future update. Essentially it just modifies the TK spell to shoot an invisible, super-fast, non-damaging projectile that allows it to trigger traps and displace soul gem casters so they can be TK'd. You can combine it with this mod very easily yourself, or vise versa, using SSEEdit, or just use his fancy Papyrus Extender version. I'd recommend doing so as it's a really nice addition to TK capability.