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TheFlyingBuddha

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TheFlyingBuddha

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THIS MOD IS NOT FINISHED! IT IS HOSTED PURELY FOR TESTING/SHITS\'N\'GIGGLES THIS MOD REQUIRES OBSE! GET THE LATEST VERSION! We all are aware of how silly vanilla telekinesis is. Most of us are also aware that there are many mods which address this, most notably PJ\'s spells and now TalkieToaster\'s Telekinesis Mastery, which is developi

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THIS MOD IS NOT FINISHED! IT IS HOSTED PURELY FOR TESTING/SHITS'N'GIGGLES
THIS MOD REQUIRES OBSE! GET THE LATEST VERSION!

We all are aware of how silly vanilla telekinesis is. Most of us are also aware that there are many mods which address this, most notably PJ's spells and now TalkieToaster's Telekinesis Mastery, which is developing well. But one thing about those solutions bothered me. They both achieve a wide variety of effects but have a staggering amount of individual spells to acquire if you want to do everything. Push is one spell, pull is another, choke is another, and so on. So I've decided to begin to see how many effects can be grafted, as it were, onto the standard telekinesis spells in the game. I started this before TT's mod came out, and once it did I decided not to spend time creating a wide variety of spells but rather to produce one prototype which could then be scaled up as needed. I also wanted to add some ability for uses other than combat, which I have achieved some level of success with.

What I've done so far:
Taken the apprentice level spell and added a scripted effect on target to it. Depending on what your target is, the spell will have different effects:
Items - Will act as the normal telekinesis spell, you can pull them to you and take normally.
Containers - If they are not locked, you can open them and take their contents.
Doors - If they are not locked, the spell will activate (open/close) them as if you were in normal range
Actors - If the actor is not dead, you will be able to do push *OR* pull them. To push, click the left mouse button, to pull, click the right. If the actor is dead, you can loot them from a distance.
Activators - at the moment, the spell will activate them, I haven't really tested this too much though, and worry that it will inevitably lead to problems.

Note that targets will only be acquired if you are in range! (For the apprentice level Remote Manipulation, for example, you must be within 10 feet.

Caveats/Known Issues
I've managed to prevent the spell from activating certain objects that don't make sense, like beds or chairs, but I haven't been able to test it extensively. Also, because I'm unable to check whether a door is an animating door or a teleporting door, at the moment you could activate an area transition from a distance. (If anyone knows an ingenious way to differentiate between teleporting and non-teleporting doors, let me know).
Certain Harvest container scripts seem to not activate properly when activated from a distance. When the spell is cast on a cupboard, for example, the animation will play, but then the loot screen will not come up and the character will be stuck in place. I will look into this and figure out what causes it (hopefully).

If you hold the left mouse button down a little too long you may find you weapon draws while pushing, I'll have to play around more with ways of preventing this. At the moment, when you push the LMB to push, the script taps F once to keep your weapon holstered (if you already have your weapon out it won't do that, don't worry :-P - and thanks to talkietoaster for that idea). If you have alternate keymappings it won't work.

Things I hope to add:
Ability to pickpocket from a distance -- At the moment, I cannot properly simulate NPC responses "hostile" effects of the spell (push/pull), so the spell must be flagged as hostile. This prevents adding pickpocketing. If anyone knows how to make actors react as though they have been assaulted via script (and I don't just mean StartCombat, then the guards will help you kill innocent targets, and sendtrespass alarm doesn't seem to prevent that).

More Hostile Actions - Pushing both buttons could perform a choke/slam, middle mouse could do something, mouse wheel could do something, etc. Once I get other issues worked out I will look to other mods for inspiration (and permission)

Add the effect to each spell, each one being successively greater range and power.

Shiny GRAFIX! (you know, like those neat refraction effects)

Here's a video of me testing the most recent version: