Hey, so as far as I can see, setting static mana usage for skills does nothing? I think I set it up correctly, not sure if anyone else is experiencing same issue. Static mana for mana pool works fine.
If I could suggest a few things which might be cool to have configerable
1. Making spells cost Stamina since most of the game is centered around it and it can represent general exhaustion. Would make it so you have to either cast or run not both also to eat more stamina food meaning lower health.
2 .Changing the spell cost mana/stamina
3. Durability on the runes so you have to repair them like most other tools
[Error : HarmonyX] Failed to process patch System.Void skyheim.SkyheimPlugin.Attack_OnAttackDone_Postfix(Attack) - Could not find method OnAttackDone with NULL parameters in type Attack
hi ! would it be possible to make the runes as consumables (1 use) in order to include them in the drops of some creatures, for me it would be more interesting than having to farm the bosses . (if someone could write me the command "destruct after use" = true, or something of the same result that would be cool!) Thanks ;)
I love this mod cause it gives me control over Skyheim so i can utilize the magics such as Rune of Light and Rune of Recall, however I am dissapointed that I can not adjust the length of time on Rune of Light and I can not adjust the cooldowns on Runes. If that could be a future update it would be greatly appreciated!
Hey man, this is great. I was wondering if there could potentially be configs for the recipes? I like the mod but some of the recipes don't make a lot of sense to me. Thanks!
Hi posixone, Love what you've done for Skyheim! Do you have any ability to hijack the weapon class built into Skyheim? The Skyheim runes are interacting with the Dual Wield mod strangely, causing some of the fire runes to try and dual wield, and same with frost runes, etc. The author of Dual Wield says he/she has it coded to only allow dual wielding with swords, axes, knives, and clubs. If the runes are coded as any of these, would it be possible to change them to something else? He specifically avoided spears. That might be a workaround if you need a pre-existing, one-handed weapon class to overload. Thanks!!
- An enable/disable option for each spell? Then we could just disable Glacial Spike for now. (Alternatively, I might try just making Glacial Spike cost a million mana to cast, but that's a bit clunky. Or I might try WackysDatabase to turn off the recipe for Glacial Spike, but I have no idea how to do that yet... anyone know?)UPDATE: Wacky's Database is amazing, and it can be used to disable recipes. I've done so successfully for Glacial Spike and Chain Lightning, since these are both generating non-stop errors for me on use.
- Adjust cooldowns per spell. UPDATE: The defaults feel pretty reasonable. Low priority, imo.
- An arc to the firebolt and frostbolt trajectories, so that the physics were similar to arrows? (Harder I know, but it would be so much more elegant and consistent with all the other physics in the game. I'm currently tempted to try and turn both off along with Glacial Spike because the infinite-range-laser-beam-projectile physics feel so unrealistic. I can chop down trees across the ocean! *facepalm* :) ) UPDATE: I'd still really, really love this. I'm guessing it's hard to do without having the original Skyheim code, but I can dream, right?
Thank you so much for all the work you've done on this already. Skyheim is a really fun mod, and you're giving us the ability to customize it and make it so much better! Thank you, posixone!
29 comments
1. Making spells cost Stamina since most of the game is centered around it and it can represent general exhaustion. Would make it so you have to either cast or run not both also to eat more stamina food meaning lower health.
2 .Changing the spell cost mana/stamina
3. Durability on the runes so you have to repair them like most other tools
Nice mod either way!
[Info : HarmonyX] Running ILHook manipulator on void Player::SetControls(UnityEngine.Vector3 movedir, bool attack, bool attackHold, bool secondaryAttack, bool secondaryAttackHold, bool block, bool blockHold, bool jump, bool crouch, bool run, bool autoRun)
[Info : HarmonyX] Writing prefixes
[Info : HarmonyX] Writing postfixes
[Info : BepInEx] Loading [Vortex Worlds 1.0.1]
[Error : Unity Log] MissingMethodException: string Utils.GetSaveDataPath()
Stack trace:
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
[Error : HarmonyX] Failed to process patch System.Void skyheim.SkyheimPlugin.Attack_OnAttackDone_Postfix(Attack) - Could not find method OnAttackDone with NULL parameters in type Attack
would it be possible to make the runes as consumables (1 use) in order to include them in the drops of some creatures, for me it would be more interesting than having to farm the bosses .
(if someone could write me the command "destruct after use" = true, or something of the same result that would be cool!)
Thanks ;)
Hey man, this is great. I was wondering if there could potentially be configs for the recipes? I like the mod but some of the recipes don't make a lot of sense to me. Thanks!
https://prnt.sc/eesPgO3frJ8o
Love what you've done for Skyheim! Do you have any ability to hijack the weapon class built into Skyheim? The Skyheim runes are interacting with the Dual Wield mod strangely, causing some of the fire runes to try and dual wield, and same with frost runes, etc. The author of Dual Wield says he/she has it coded to only allow dual wielding with swords, axes, knives, and clubs. If the runes are coded as any of these, would it be possible to change them to something else? He specifically avoided spears. That might be a workaround if you need a pre-existing, one-handed weapon class to overload.
Thanks!!
-
An enable/disable option for each spell? Then we could just disable Glacial Spike for now. (Alternatively, I might try just making Glacial Spike cost a million mana to cast, but that's a bit clunky. Or I might try WackysDatabase to turn off the recipe for Glacial Spike, but I have no idea how to do that yet... anyone know?)UPDATE: Wacky's Database is amazing, and it can be used to disable recipes. I've done so successfully for Glacial Spike and Chain Lightning, since these are both generating non-stop errors for me on use.- Adjust cooldowns per spell. UPDATE: The defaults feel pretty reasonable. Low priority, imo.
- An arc to the firebolt and frostbolt trajectories, so that the physics were similar to arrows? (Harder I know, but it would be so much more elegant and consistent with all the other physics in the game. I'm currently tempted to try and turn both off along with Glacial Spike because the infinite-range-laser-beam-projectile physics feel so unrealistic. I can chop down trees across the ocean! *facepalm* :) ) UPDATE: I'd still really, really love this. I'm guessing it's hard to do without having the original Skyheim code, but I can dream, right?
Thank you so much for all the work you've done on this already. Skyheim is a really fun mod, and you're giving us the ability to customize it and make it so much better! Thank you, posixone!