Balisan Posted June 10, 2015 Share Posted June 10, 2015 Hello and thank you, Nexus modders! I've searched the Nexus quite thoroughly and have not come across any mods that modify Whirlwind Sprint to have the specific functionality I had hoped for when I first was introduced to it.I had hoped to be able to use Whirlwind Sprint not just to move across land or water, but also to move up into the air, to dash directly where I would aim.I found that, unfortunately, Whirlwind Sprint does not allow for vertical movement of any sort unless a collision forces it; the Dragonborn is, in practice, limited to horizontal movement with Whirlwind Sprint. I would love to see a mod that altered the functionality of Whirlwind Sprint to allow the player to dash in the direction he is aiming, without the vanilla limitation of either staying grounded or jumping off a cliff. There are several mods that offer similar functionality with custom spells, but I would like to be able to do this in a more lore-friendly manner. Link to comment Share on other sites More sharing options...
Teabone3 Posted June 26, 2015 Share Posted June 26, 2015 (edited) hmmm this sounds interesting and I wonder if its possible. I'll check it out. EDIT: It looks like its a script. I don't generally feel comfortable with modifying the scripts or adding new ones. Was kind of hoping it would have been an adjustable "magic effect". Edited June 26, 2015 by Teabone3 Link to comment Share on other sites More sharing options...
Di0nysys Posted June 28, 2015 Share Posted June 28, 2015 I know the Dishonored Mod adds a teleport spell. The active magic effect could be adapted to be the WS shout's effect. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted June 28, 2015 Share Posted June 28, 2015 (edited) This is possible to implement. One way to do it, and I don't know if there's a better way or not, is to fire an invisible projectile with a limited range. This is done to check for line of sight. Where-ever the projectile lands, or if it just hits its limited range, teleport the player to that location. You can find the end location of the projectile by adding an explosion to the projectile, and making said explosion drop an object. And then use a script to move the player over to said object. of course, you should make the projectile and object invisible. Edited June 28, 2015 by GrimyBunyip Link to comment Share on other sites More sharing options...
leron9999 Posted July 2, 2015 Share Posted July 2, 2015 of course, you should make the projectile and object invisible. How would you go about this particular portion? Can you just blank out the projectile and explosion models in the CK? Link to comment Share on other sites More sharing options...
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