I LOVE this mod, I play Aldrnari modlist and I use it as one of the preparations steps (tough battles), BUT, I play with a controller and constantly going into favorites to reapply this over and over again, while running away from mobs that kick my butt is more of an annoyance, since I can't reapply this on the fly like K/M players can. I am looking for an option to extend the time of the effect to last at least halfway through battle so a few minutes at least, that way I can enable it at the start of the battle and maybe reapply in the middle, but doing it every 15 seconds its just a huge hindrance for controller users in comparison with K/M. How can I increase the duration of the effect?
You still have 2 hotkeys on a controller and you can install the mod Kontrol to increase that number to 8. Hotkey the power then turn on auto-cast and re-equip last in the Conduit book or MCM. Means you now have a conduct-button, kinda like an attack button.
Increasing durations isnt straightforward. The effects are designed around their short durations and dont work well with higher ones.
Ok thanks. Yeah I'vealready done all that and I was actually having an issue because I was not running a pure spell sword, which this mod really caters to. Aldrnari modlist offers really challenging battles and every little bit helps. Conduit is easy and fun, if you just run one-handed with another hand always equipped with the spell you need, so you are forced to be a spell sword. I like dual weapon build in this playthrough, since additional weapon provides more damage benefit, even though not AoE, like in case with lightning conduit. If there is no way to extend duration, I'll just have to adopt somehow and run dual weapon here and there and sometimes use Conduit for fun. My other 2 hotkeys are already bound, one click powerattack and a heal potion, so I am quite limited. I tried something similar to Kontrol - Gamepad++, but it breaks other things in the game. Anyways, thanks for a reaply. How do I bind a Conduit power to a button? I didn't see Conduit MCM offering such option.
Just discovered spellsiphon and conduit with the FUS modlist, and WOW. I'm still learning the ropes, but I have a small question: When I have ward in one hand, and infuse my weapon in the other, it gives the slow healing buff, etc (seeing how much damage it does vs draugr was AWESOME, saved my ass in bleak falls barrow). But only about half the time does it generate light, until some time has passed. Is this by design or a bug?
Glad you like em :) The light thing is most likely because of some other light interfering with it. Skyrim has this strange limitation of only allowing one single player-attached light source. If you add several, only 1 will show. The usual suspect for this is Strange Runes which is default configured to emit light from all your held spells. You can disable this in its MCM which *should* allow other mods to use that lighting slot instead. I have however noticed that some versions of strange runes keep occupying the light slot with a zero-intensity light even when it's turned off in the MCM, which sucks.... hopefully that's not the case with the version FUS has.
I looked into it a bit more, and you're right on the money. When I start casting, the light from the infused weapon goes out, and the dim glow from the rune takes its place. If I un-equip and re-equip, the light from the infused weapon comes back. I know it's not your mod, but I couldn't find any option to just turn off the strange runes light. The only thing I could do is turn the intensity to 0, which did nothing for the lighting bug. But while playing with the settings I realized I prefer the light from the runes, once I upped the radius. I'm still trying to find a way to disable the lights from strange runes (the no ENB lights patch doesn't seem to work), but do you have a way to turn off the lighting effect from conduit, so the 2 mods aren't constantly battling for the light slot?
If you're ok with a quick xEdit dive then it's fully doable and quite easy yeah. Just load conduit, go to magic effects -> cste_fire_maineff and in the properties on the right scroll down to the cste_conductscript. In there you'll find LightL and LightR (left and right hand variant of the light). Put both of them on "None" or "NULL". Repeat for cste_healing_maineff. Save, exit and you're done. Remember that you need to exit xEdit for changes to go through.
No, the type should stay on "Object". Its the "Value" that's expanded below as an "Object Union" that is currently set to e.g. "cste_fire_light_L" that should be changed to NULL. Putting the type on None may work too but it feels less stable to me.
is there a notification when stormcaller can be used again? I find it very hard to tell and basically can only ever use it once even in long fights because reconducting doesn't seem to proc it no matter how long I wait.
Nope, i chose not to do that since i cant scale it properly with level and i was thinking that since it's not consuming the spell, you're gonna be using that one to gain experience anyway.
Quick Question: I noticed that Soul Trap wasn't listed in the list of planned effects you intend to add. Any reason in particular you left that one out?
The list is based on which spells in the game have detectable "keywords" assigned to them in CK. Soul trap doesnt have any and i therefore cant detect it.
Seriously though, it'll reset your scaling as expected. Cant really do anything about that i think. Do people make skills legendary these days? I thought you either went for a skill uncapper or if you want to respec, a perk resetter.
Quick Questions (25 comments)
Increasing durations isnt straightforward. The effects are designed around their short durations and dont work well with higher ones.
My other 2 hotkeys are already bound, one click powerattack and a heal potion, so I am quite limited. I tried something similar to Kontrol - Gamepad++, but it breaks other things in the game. Anyways, thanks for a reaply. How do I bind a Conduit power to a button? I didn't see Conduit MCM offering such option.
Edit: NVM, I figured it out, thanks!
When I have ward in one hand, and infuse my weapon in the other, it gives the slow healing buff, etc (seeing how much damage it does vs draugr was AWESOME, saved my ass in bleak falls barrow). But only about half the time does it generate light, until some time has passed. Is this by design or a bug?
?Nevermind, that was it! Thanks for being so helpful!Am I setting them to none under 'type'?
EDIT: I'm an idiot and should start reading descriptions. Amazing work, Arctal! Thank you!
Seriously though, it'll reset your scaling as expected. Cant really do anything about that i think. Do people make skills legendary these days? I thought you either went for a skill uncapper or if you want to respec, a perk resetter.