The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Tactical Whirlwind Sprint
40 Comments
door Jul 16, 2016 @ 1:05pm 
I like this with the amulet of Talos.
Tsavorite Mar 24, 2016 @ 11:29am 
yes! finally! something that takes one of my favorite shouts and makes so useful.. thank you!
Daniel [GER/ENG] May 26, 2015 @ 10:13am 
A ninja mod :D
great work :)
Ikadzum Apr 10, 2015 @ 10:47am 
your speak french my is french
Marty Robbins Nov 13, 2014 @ 1:05pm 
Really glad someone decided to make this mod. It's a simple idea that makes a shout with potential so much more fun to use, props to you dev
MegaSkyHammer Aug 9, 2014 @ 6:10am 
thank you for this mod, you are one of my favorite modders.
The Slender Man Jul 15, 2014 @ 6:50pm 
This is Helpful... Yes!
Midnight Sinito Aug 22, 2013 @ 12:23pm 
*BROFIST*
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........('(...´...´.... ¯~/'...')
.........\.................'...../
..........''...\.......... _.·´
............\..............(
Ryan May 20, 2013 @ 10:05am 
I am completely new to making mods, and haven't made any yet, but I have an excellent idea for a new (not a replacer) shout, and I was wondering if you would be willing to give me some tips as to how to go about creating it. I have no idea how to use the CK yet. If not, thank you for your time, and I won't bother you further.
YeeMan May 15, 2013 @ 3:10pm 
Can you look up and get onto ledges and rooftops?
Wrong Son May 10, 2013 @ 7:18pm 
Take the money, AND WULD!!
KendoSlayer6024 Mar 1, 2013 @ 3:47pm 
you should add a poukore mod or air assassintions
eldritchsyntax (hammerfell) Feb 27, 2013 @ 5:38pm 
Now we just need to be able to stop when our character reaches where you aimed the crosshairs (or not, if the level isn't high enough to reach it)
"Holes" by Louis Sachar Feb 16, 2013 @ 9:46am 
Djerun, whats the name of this blink spell mod?
G:ÀÆËÐßרãçêîðñ÷  [author] Oct 25, 2012 @ 2:59am 
Gravity, collision, and animation root translation all contribute to the movement of the player during that action. Gravity affecting root motion is dependent on code implementation and how the data in the animation is communicating with code, which I do not have access to. Last time I checked, nothing was exposed in the creation kit to make this easy. In the top menu, check under "Gameplay->Animations->0_Master->ActionVoiceRelease->VoiceReleaseRoot->VoiceWhirlwindSprint". You now know as much as I do on this. Good luck.
[►] Djerůn Oct 25, 2012 @ 12:05am 
I already have a blink spell so thats not what I'm looking for.
but does gravity acually affect the root motion? if you face an upgoing ramp you will acually go up. couldn't that gravity effect just be on the player?
Also might it be possible to change where to take directions from? I would give it a try myself but I can't figure out where things are in the creation kit
G:ÀÆËÐßרãçêîðñ÷  [author] Oct 24, 2012 @ 9:41pm 
That being said, there are some good teleport spells out there, specifically some reskinnings of the Dawnguard vampire teleport as well as another mod from a Naruto fan called "Flashstep". I made this mod for myself and shared it mainly for those who want minimal tweaks to the Skyrim experience as opposed to the massive game-changer that a true Blink spell would present. That sort of thing would need to be planned from the start for a cohesive experience like this one:
http://www.youtube.com/watch?v=0wYAHEhByMw
G:ÀÆËÐßרãçêîðñ÷  [author] Oct 24, 2012 @ 9:41pm 
I originally thought Z was locked, but when you Whirlwind Sprint off a ledge, you do fall a bit at gravity acceleration. The Z-diff is slight, but you can really tell at level 3. See previous comments for my discoveries on the root motion translations of the three whirlwind sprint animations. Basically, when you tilt your camera up, your character body's actual pitch remains at 0. Activating that power simply plays the animation as it was authored (straight forward in relation to the body, not camera). There may be a way to insta-rotate the body's pitch to match the camera right before kicking off the animation, but I don't want to break the game for myself in terms of level design intentions.
[►] Djerůn Oct 24, 2012 @ 9:17pm 
well it actually is less than of gravity left on but more of "we don't let the handle-object pulling the player travel on the z-Axis" (assuming z is up/down)
G:ÀÆËÐßרãçêîðñ÷  [author] Oct 24, 2012 @ 9:13pm 
I did make an attempt at that, but I am unable to find where I can turn off gravity during that action. I also did not try too hard as I figured the original devs left gravity on for a valid reason... like not letting you "Blink" into areas that the level designer did not want a non-modded player to get into.
[►] Djerůn Oct 20, 2012 @ 5:45pm 
how about making you go exactly the direction you're looking like projectiles do?
it would be nice to be able to jump with it
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 12, 2012 @ 12:32pm 
True. But this is an animation that I have no control over. Your three levels are basically three root-motion translating animations where the artist controls how far it goes. That distance is not explosed in data. If you are just using this as a speed hack, there are more direct speed hacks for ya... search for teleport spells
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 12, 2012 @ 11:59am 
I haven't looked into if root motion can be turned on (nullifying gravity) for just the vertical. There is a chance it may be done in code and not data. I figure there is a reason the devs do not want to break the game by allowing you to reach some perch that is unreachable (more than already happens)
PlayerTw0 Jul 11, 2012 @ 12:10pm 
oh wait so it can be tilted then?
if i was going to change the tilt based on the direction the shouter is looking lets say instead of directly horizontal but give it a 30 degree leeway would i just have to change the animation hks or whatever for the nif or is there another way about doing that?
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 10, 2012 @ 11:57pm 
@ThatRandomMonochromatic - Unfortunately, the power is implemented as an animation with horizontal root motion, but still gravity controlled. It seems that the devs really didn't want you to use the shout to get to unplanned places. I figure I'll preserve that intention since I got a soft spot for devs :)
Huck Jul 10, 2012 @ 10:04pm 
Hmm..i never tried but, can you look up and use a shout? if you can't PLEASE add it or make it a new mod XD it would be so fun
PlayerTw0 Jul 9, 2012 @ 10:31pm 
good work kain :D
PlayerTw0 Jul 9, 2012 @ 10:30pm 
trollish comments on a nice simple mod + ??? = Profit
The Space Cat Jul 9, 2012 @ 4:26pm 
Congrats Kevin, you all take great joy in being a spiteful brat. YOU LOOSE! GOOD, DAY SIR!!!
Wildcard Jul 9, 2012 @ 12:12pm 
Congrats Kevin, you've just made an idiotic statement at a comment that didn't even apply to what you said. You win at [ ??? ]
Great mod, btw. I had fun playing with it on my ninja character.
Helmet Run Jul 9, 2012 @ 11:47am 
Congrats Kevin you just made an idiotic statement wherein you misinterpreted praise for sarcasm. You win at... ?
baker Jul 9, 2012 @ 9:15am 
Congrats marc you just made an idiotic statement about a mod you probably couldnt even do yourself. You win at absolutly nothing.
Cthulhu The 3rd Jul 8, 2012 @ 2:32pm 
Congrats dude, you've basicly added Flash Step form Bleach to Skyrim. You win at life. :D
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 8, 2012 @ 10:39am 
@redglasstheater - I understand. The only reason I didn't do this for all the shouts is to prevent making the game unfun by making you too powerful. Whirlwind sprint is not as much a "get out of jail free" card as the other dragon shouts are.
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 8, 2012 @ 10:37am 
@UltimatePizza - I wish.
naptimenurse Jul 8, 2012 @ 8:48am 
"...to allow for regular use during combat in order to open up an additional evasive combat tactic... as opposed to something to be used when you remember that it exists." That is how I feel about ALL the dragon shouts XD Thanks!
Pizza Jul 8, 2012 @ 8:19am 
Screw gravity.
maxos Jul 7, 2012 @ 12:04pm 
Oh nice
G:ÀÆËÐßרãçêîðñ÷  [author] Jul 5, 2012 @ 10:38pm 
Thank you :)
Frostrich Jul 5, 2012 @ 7:56pm 
I like the idea mate. Subbed, +1 like, Favorite.