diff --git a/scripts/_00e_game_talentcontrolsc.pex b/scripts/_00e_game_talentcontrolsc.pex index 7785398a..cc529fef 100644 Binary files a/scripts/_00e_game_talentcontrolsc.pex and b/scripts/_00e_game_talentcontrolsc.pex differ diff --git a/scripts/_00e_game_talentcooldownsc.pex b/scripts/_00e_game_talentcooldownsc.pex index 493ee1c6..478996ca 100644 Binary files a/scripts/_00e_game_talentcooldownsc.pex and b/scripts/_00e_game_talentcooldownsc.pex differ diff --git a/source/scripts/_00e_game_talentcontrolsc.psc b/source/scripts/_00e_game_talentcontrolsc.psc index 995b9824..33549eec 100644 --- a/source/scripts/_00e_game_talentcontrolsc.psc +++ b/source/scripts/_00e_game_talentcontrolsc.psc @@ -48,6 +48,9 @@ Event OnPlayerLoadGame() GoToState("RealPlayer") endif RegisterForActions() + if CooldownMagicEffect == None || CooldownMagicEffect as String == "[_00E_Game_TalentCooldownSC ]" + RefreshCooldownSpell() + endif endif else Debug.Trace("NO SKSE: individual shout cooldowns are disabled") @@ -63,7 +66,7 @@ State RealPlayer ; This OnUpdate is triggered by RegisterForUpdates in other scripts attached to the player, e.g. in _00E_EPUpdateFunctions. ; So we must be cautious here. - If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValue() != 0) + If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValueInt() != 0) _00E_Game_TalentControl_CooldownResetDesired.SetValue(0) AddSpell(_00E_Game_AbTalentCooldown, False) EndIf diff --git a/source/scripts/_00e_game_talentcooldownsc.psc b/source/scripts/_00e_game_talentcooldownsc.psc index 20068f20..8613c214 100644 --- a/source/scripts/_00e_game_talentcooldownsc.psc +++ b/source/scripts/_00e_game_talentcooldownsc.psc @@ -27,7 +27,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster) LastTimeElapsed = 0.0 - Player = Game.GetPlayer() as _00E_Game_TalentControlSC + Player = Game.GetForm(0x14) as _00E_Game_TalentControlSC CurrentShout = Player.GetEquippedShout()