V3.4 Archery gameplay changes to Attunement system added. -Dragon Aspect will now replace any equipped arrows with bound arrows based on element. -increased elemental blast range from a fully drawn bow to 1050 units (mid range) from 225 units (short range).
While I have attempted to fix the Slow Time bug, there will always be a chance of problems depending on load order. This is because the game engine calculates the speed during slow time effects as: Speed == normal speed * magnitude.
This means a magnitude of 1 is normal speed, and a magnitude of 0 is no speed. The greater the magnitude, the greater the speed.
The way to solve this is by making Slow Time effects with the MagicShout keyword exempt from the power scaling perk. I have done this with a formlist: _SDT_ScaleExceptionList. Any spell in this list is exempt from power scaling.
However, mod-added shouts may include more slow-time effects, all with the same keyword. Modders are a varied bunch who do not necessarily share the same standards and methods and knowledge of how the engine works.
So, while some modders may create shout overhauls that account for shout scaling and Slow Time's magnitude scaling, others may not. This means I cannot realistically account for every modder's individual take, not just on the Slow Time shout but on the Slow Time effect in general.
I will still look for a more permanent solution, but if issues with slow time effects persist, simply add the bugged spells to the _SDT_ScaleExceptionList formlist.
TL;DR
If you run into a shout that adds a slow time effect and it seems to speed things up, add the spell to the formlist _SDT_ScaleExceptionList in xEdit until I am able to find a solution.
Can anyone help me please. After installing the mod, it does not show up in the mcm menu. I tried waiting for a while in game after loading save, saving and reloading, reinstalling the mod, using console command to forcefully reload all mods in mcm and also tried to use Jaxon’s mcm kicker - nothing of that helped, it just won’t appear there. Also I have tried older versions of this mod and I discovered that after installing versions 3.3c and older - the mod loaded for me almost immediately in mcm without problems, but any version newer than 3.3c won’t load in mcm no matter what I do, and I would like to use newest version. My game version is Skyrim SE 1.5.97. I have the latest version of SkyUi that is available for SE which is 5.2 SE. If any one can help solve this issue I would be grateful
The new FOMOD only has two options for the "Shadow of Skyrim" patch - "Patched scripts" and "Source". Should there not be a third option of "None" for users who do not need the patch?
I take it your approach was to set all the effects to constant effect for MDDA to handle on its own?
This should work for 90% of the functionality. But, custom script edits will be necessary to do the last 10%, which are the 60 second duration on spells with the FE00x8A1 (_REV_SDTDragonAspectHeadEffect) magic effect.
The script is set to cast the spells, not add them. So they will not work just by setting the spells to constant effect.
Yeah I didn't mess with any scripts. I run multiple mods that edit various shouts and Dragon Aspect itself so I just went through the records and forwarded the magic effects that I wanted, including the wing effects from More Draconic Aspect. It'll do until you make something official. Thanks for pointing that out and reaching out.
Hey, sorry about this but- I've downloaded your mod and every requirement, even if they were optional and it still doesn't show up in my MCM. The game version is SE 1.5.97 and your mod simply doesn't show up in MCM. Can you please help me ?
Typically, mods not showing up on MCM is the result of heavy load orders. The first thing you'll want to do is test the mod alone without any other mods loaded.
I read your DM. Sent you a discord invite. I'll see if I can help.
358 comments
V3.4 Archery gameplay changes to Attunement system added.
-Dragon Aspect will now replace any equipped arrows with bound arrows based on element.
-increased elemental blast range from a fully drawn bow to 1050 units (mid range) from 225 units (short range).
While I have attempted to fix the Slow Time bug, there will always be a chance of problems depending on load order. This is because the game engine calculates the speed during slow time effects as: Speed == normal speed * magnitude.
This means a magnitude of 1 is normal speed, and a magnitude of 0 is no speed. The greater the magnitude, the greater the speed.
The way to solve this is by making Slow Time effects with the MagicShout keyword exempt from the power scaling perk. I have done this with a formlist: _SDT_ScaleExceptionList. Any spell in this list is exempt from power scaling.
However, mod-added shouts may include more slow-time effects, all with the same keyword. Modders are a varied bunch who do not necessarily share the same standards and methods and knowledge of how the engine works.
So, while some modders may create shout overhauls that account for shout scaling and Slow Time's magnitude scaling, others may not. This means I cannot realistically account for every modder's individual take, not just on the Slow Time shout but on the Slow Time effect in general.
I will still look for a more permanent solution, but if issues with slow time effects persist, simply add the bugged spells to the _SDT_ScaleExceptionList formlist.
TL;DR
If you run into a shout that adds a slow time effect and it seems to speed things up, add the spell to the formlist _SDT_ScaleExceptionList in xEdit until I am able to find a solution.
My game version is Skyrim SE 1.5.97. I have the latest version of SkyUi that is available for SE which is 5.2 SE. If any one can help solve this issue I would be grateful
Hey, one of the requirements is no longer available. Anyone have a link?
edit: strange, it appears as available now. I guess it was a site bug, pls disregard.edit. Oh. Wait. Fixing.
Edit:
Nevermind, did it myself.
This should work for 90% of the functionality. But, custom script edits will be necessary to do the last 10%, which are the 60 second duration on spells with the FE00x8A1 (_REV_SDTDragonAspectHeadEffect) magic effect.
The script is set to cast the spells, not add them. So they will not work just by setting the spells to constant effect.
It should be much more compatible now with death alternative mods. Currently testing some, and if a patch is needed, I'll have one up soon.
I've downloaded your mod and every requirement, even if they were optional and it still doesn't show up in my MCM. The game version is SE 1.5.97 and your mod simply doesn't show up in MCM. Can you please help me ?
I read your DM. Sent you a discord invite. I'll see if I can help.