ben24xo Posted November 27, 2013 Share Posted November 27, 2013 Ive been looking all over for this mod and started tinking with CK. I never understood why shouts had a cool down? Shouldnt they drain stanima?Your the dragonborn killer of monsters and men but need take break after a few silly words? Why do shouts need cooldown but as long as I have stanima I can power attack. I think it would make following the way of the voice a more viable charecter path too.Some might say "it will make you too overowered." well thats the gamers choice and also your dragonborn killed Alduin the world eatter. Overpowered is in the job discription. Link to comment Share on other sites More sharing options...
blacksupernova Posted November 27, 2013 Share Posted November 27, 2013 Hm, let's see... I have a few ideas but not sure it would work. I would try it when I have some time. Link to comment Share on other sites More sharing options...
Erenussocrates Posted November 27, 2013 Share Posted November 27, 2013 (edited) Hm, let's see... I have a few ideas but not sure it would work. I would try it when I have some time. Just set the cooldowns for all shouts to 1 second or maybe less. Then make each shout/word consume some certain points of stamina. I think it would be game breaking though... Shouts which had high cooldown would cost high stamina, so it would be impossible to trigger them at lower levels. Stamina would become way too important among 3 attributes. Amulet Of Talos and other shout cooldown enhancing bonuses would become utterly uneffective. It could conflict with tons of other mods, or maybe wouldn't even do well together with others. This idea really isn't so necessary. Shouts can be OP sometimes, but it's always your choice whether to use them or not. We had no shouts at previous Elder Scrolls games, we had no separate powers button at all. Choice to use them is totally up to you. Edited November 27, 2013 by Erenussocrates Link to comment Share on other sites More sharing options...
Xander9009 Posted November 27, 2013 Share Posted November 27, 2013 Just set the cooldowns for all shouts to 1 second or maybe less. Then make each shout/word consume some certain points of stamina. I think it would be game breaking though... Shouts which had high cooldown would cost high stamina, so it would be impossible to trigger them at lower levels. Stamina would become way too important among 3 attributes. Amulet Of Talos and other shout cooldown enhancing bonuses would become utterly uneffective. It could conflict with tons of other mods, or maybe wouldn't even do well together with others. This idea really isn't so necessary. Shouts can be OP sometimes, but it's always your choice whether to use them or not. We had no shouts at previous Elder Scrolls games, we had no separate powers button at all. Choice to use them is totally up to you.Good points, but a few of those are easily fixed. Amulet of Talos and other shout cooldown effects would obviously need changed so they don't shorten the cooldown for shouts. They'd only be useless if they were ignored when making the mod. Also, stamina becoming too important really simply isn't the case. That would also depend almost entirely on how it's made. Playing a mage character means having a really big pool of magicka. Being a melee character can mean either a really big pool of health or a less large pool of health and a larger pool of stamina. Archers need lots of stamina and a bit of health. Stealth needs mostly just stamina. There are already builds that require lots of stamina and both other attributes already have associated builds that require massive amounts of them. So, an attribute being "too important" is just another way of saying it's "really important for that build" which is perfectly acceptable. Also, a way to fix mod incompatibility (not completely, but largely) would be to leave the shouts themselves alone. Don't alter them. Instead, make a script that constantly replenishes shout cooldown in exchange for stamina. So, you have good points, but there are ways to fix them. Link to comment Share on other sites More sharing options...
blacksupernova Posted November 28, 2013 Share Posted November 28, 2013 Hm, let's see... I have a few ideas but not sure it would work. I would try it when I have some time. Just set the cooldowns for all shouts to 1 second or maybe less. Then make each shout/word consume some certain points of stamina. I think it would be game breaking though... Shouts which had high cooldown would cost high stamina, so it would be impossible to trigger them at lower levels. Stamina would become way too important among 3 attributes. Amulet Of Talos and other shout cooldown enhancing bonuses would become utterly uneffective. It could conflict with tons of other mods, or maybe wouldn't even do well together with others. This idea really isn't so necessary. Shouts can be OP sometimes, but it's always your choice whether to use them or not. We had no shouts at previous Elder Scrolls games, we had no separate powers button at all. Choice to use them is totally up to you.Point is you can cast shout even when you dont have stamina if you simply set the shout to consume stamina. Im thinking for shout to trigger another spell through script to prevent that from happening. Link to comment Share on other sites More sharing options...
Xander9009 Posted November 28, 2013 Share Posted November 28, 2013 (edited) You could do that. But if it dynamically replenishes shout cooldown (if that's possible), then you can't use a shout until the last one has been completely paid for with stamina or has cooled down naturally (probably a combination of both) since the cooldown wouldn't yet be ready. So, you could shout even if you have 0 stamina, but then you wouldn't be able to shout again until it recovers naturally. If each shout is changed to new scripted effect, then as Erenussocrates pointed out, mod compatibility with shout mods would be non-existent. You could go either way, it depends on whether or not you want it to be compatible with other things without a patch. Although, that's all assuming it's possible to replenish some of the shout timer. Which should be as easy as setting the recovery to zero with a perk, and then modifying it at runtime to recover different amounts (at worst). Though I recall seeing a way to do it more directly, but I can't seem to find it. And if you do set the recovery mult to 0, then they wouldn't cooldown naturally, so while you'd still be able to shout with 0 stamina, you wouldn't be able to shout again at all until your stamina regen has offset the cost of that shout. Again, it's all a matter of editing every shout individually or making a system to work with shouting as a whole. I knew I'd seen something. Functions [GetVoiceRecoveryTime()] and [setVoiceRecoveryTime()] Edited November 28, 2013 by Xander9009 Link to comment Share on other sites More sharing options...
junweizhu Posted December 1, 2013 Share Posted December 1, 2013 (edited) I've tried a few things now on this one, but I thought magicka is also necessary as it is a form of magic according to the wiki. So I made a small mod that will use stamina and magicka depending on the shout recovery time, so there is more compatibility to shout changes and even new shouts. So far shout will go into standard reduced cooldown time if you shout with too little stamina and it will damage your health if you use it with too little magicka. Not sure if this is overboard, but I had to make it a bit balanced. I set it so stamina and magicka used is 5 times the shout cooldown time. Let me know if this sounds good and I'll put it on the nexus. Still fidgeting around to see what works and what doesn't so I haven't done that yet. EDIT: Got impatient and published it. This is what I have so far, it shouldn't use any other mods as far as I know. http://www.nexusmods.com/skyrim/mods/48537/? Edited December 5, 2013 by junweizhu Link to comment Share on other sites More sharing options...
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