Oh my gosh, I tried like 15 different mods before trying this one. They either A, didn't work (like most of them) or B, simply reset the timer entirely anytime you switched shouts, which wasn't what I wanted, this one actually works! And it works increadibly well! Thank you dude!
https://www.nexusmods.com/skyrim/mods/52648 This is an oldrim variant with no issues that I've seen so far. Just manually add the zip to vortex. No conversion needed. It has visual indicators telling you when the cooldown is finished and it doesn't have any issues that I've seen so far.
Looking at this mod - my toon is a werewolf but I never take beast form. I just like the disease immunity. Would this still break the mod or only when you take beast form?
It's been a while since I played this game but I remember I gave up trying to use this mod. I found a better alternative though. It adds a shout mana limit that increases with how many shouts you know. The shouts cooldown time is how much power it draws from the bar. Unfortunately it's only on LoversLab. It's for the old version but manually adding the compressed file to vortex works just fine. https://www.loverslab.com/files/file/13087-pooled-shouts/
Sorry for being away so long (real life intruded). Here's the Mega download link to the script with my changes (.esp not included). Just replace the .pex file in the scripts folder with this one. I've also included the changes I made to the source (in the Scripts/Source folder). This is technically against the permissions, so I'll have to pull the download if requested by the author.
Mega link (including decryption key): https://mega.nz/#!qJVgUS7Y!t0ioeB_KXoCP4s3zCo82FNvCAs6MA3RvnafckuJe9RQ
a little more information would be welcome, like what are the changes you made to the mod and are they needed for the fix?
basically if you could just be a little clearer on whats what it would be appreciated, for some of us our modding knowledge is limited to downloading and installing mods.
The change was essentially to add an OnPlayerLoadGame() function (and related Load() function) which would run every save game reload and check whether the mod had been loaded previously or not. Previously, the initialisation code was only in OnInit(), which ran once only, and didn't recreate the array that tracks shout times if it was somehow lost - this resulted in shouts not being tracked after reloading the save game - hence no shout cooldowns.
This is a workaround only after minimal investigation on my part - I'm not sure of the underlying cause of the issue.
I know this is hella far down the road from when you did this, but on the off chance you see my question, what's up with the other .psc file in your download? Would I overwrite A2K's version of that as well?
You didn't mention it, so for now I'm going to assume no. Still doesn't hurt to try and ask, in case I've misunderstood.
Thanks a ton man. This mod is essential for me, I can't even consider having more than one shout favourited just because it's practically useless without this mod. Make the Dragonborn great again!
I wonder if you could convert this into an SKSE plugin to avoid the issues with 0 cooldown and such like the Oldrim mod https://www.nexusmods.com/skyrim/mods/83175
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https://www.loverslab.com/files/file/13087-pooled-shouts/
Mega link (including decryption key): https://mega.nz/#!qJVgUS7Y!t0ioeB_KXoCP4s3zCo82FNvCAs6MA3RvnafckuJe9RQ
basically if you could just be a little clearer on whats what it would be appreciated, for some of us our modding knowledge is limited to downloading and installing mods.
This is a workaround only after minimal investigation on my part - I'm not sure of the underlying cause of the issue.
You didn't mention it, so for now I'm going to assume no. Still doesn't hurt to try and ask, in case I've misunderstood.
The OP did specify about the script source file:
Any chance it can be re-uploaded?
https://www.nexusmods.com/skyrimspecialedition/mods/37099