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Spell Sliders - Spell Cooldown and Rune Cost

Live sliders for all 52 utility spells (Windstep, Rocksplosion, Home Teleport, Fishnado and the rest). Cooldown from 0x (none) to 2x, rune cost from 0.1x to 2x. Change them with Mod Menu or in config.txt. 1x puts every value back exactly. Host or solo.
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Description

Pick how long your utility spells wait between casts, and how many runes they cost.

Two sliders for all 52 utility spells, changed live from Mod Menu. 1x is the normal game, 0x cooldown means you can cast again right away.

Rocksplosion waits 60 seconds between casts and Fishnado waits 5 minutes. With this mod you pick how long every utility spell waits, and how many runes it takes, while you play. Want them shorter, gone, or longer for a harder run? Move the slider. It is a small UE4SS script, not a pak file. Going back to normal is one click, no restart.

The sliders

  • Spell cooldown (0x to 2x, steps of 0.05): how long every utility spell waits before you can cast it again. 0.5x is half as long, 0x is no cooldown at all, 2x is twice as long.
  • Rune cost (0.1x to 2x, steps of 0.1): how many runes every utility spell takes. 0.5x is half, 2x is double.

Both cover all 52 utility spells: Windstep, Rocksplosion, Home Teleport, Fishnado and the rest. Your staff's combat spells are not changed.

How it works

Every utility spell has a cooldown and a rune cost in the game's data. The mod remembers each spell's normal values the first time it changes them, and every change is worked out from those normal values. So 0.5x is always half of normal, even if you move the slider ten times first. At 1x it writes the normal values back exactly.

The game checks the cooldown when you cast, so lowering the slider also shortens a cooldown that is already running.

Rune costs are whole runes, rounded, and never below 1 of each rune a spell uses. I tested a cost of 0 and the game still took 1 rune per cast, so the slider stops at 0.1x. This mod cannot make spells free.

Measured in game:

  • Cooldown 1x: Rocksplosion's cooldown is 60 seconds. A recast after 41 seconds was refused.
  • Cooldown 0.5x: Rocksplosion's cooldown read 30 seconds, and a recast after 46 seconds went through.
  • Cooldown 0x: every one of the 52 spells read 0. Rocksplosion cast twice 6 seconds apart, and Home Teleport twice 9 seconds apart, both times taking me back to my bedroll.
  • Rune cost 0.4x: Windstep cost 2 Air runes instead of 5. Back at 1x it cost 5 again.
  • Back to 1x: all 52 spells read exactly their normal values. Same when I turned the mod off. A Rocksplosion recast 11 seconds after a cast was refused again.

Settings

All live in Mod Menu (Esc > MODS > Spell Sliders), or in config.txt in the mod folder (restart the game after editing it).

  • Enabled (default on): off puts every spell back to its normal values.
  • Spell cooldown (default 1x, 0x to 2x, steps of 0.05).
  • Rune cost (default 1x, 0.1x to 2x, steps of 0.1). At 1x the mod does not touch rune costs at all.
  • Detailed log (default off): extra lines in UE4SS.log for troubleshooting.

Install

  1. Install UE4SS for RSDragonwilds (free, from the UE4SS for RSDragonwilds page on Nexus Mods).
  2. Drop the SpellSliders folder into RSDragonwilds/Binaries/Win64/ue4ss/Mods/
  3. For the in-game sliders, also install Mod Menu and open Esc > MODS > Spell Sliders. Without it, every setting is in config.txt inside the mod folder.

On Game Pass: use the BE version of UE4SS with the SCO signature, the normal build does not load there. Game Pass also installs the game under Binaries/WinGDK/ instead of Binaries/Win64/, so the SpellSliders folder goes in RSDragonwilds/Binaries/WinGDK/ue4ss/Mods/. If you install with Vortex, check that is where it ended up.

To uninstall, delete the SpellSliders folder and restart the game. The mod only changes spell data in memory, so nothing is saved to your character.

Dedicated servers

  • Rune cost: install it on the server. The server charges the runes, so the rune cost setting works when Spell Sliders is installed on the server. The server needs UE4SS running on it.
  • No menu on a server. Set the values in config.txt in the SpellSliders folder on the server. Changes are picked up in about 10 seconds, no restart.
  • Cooldown: install it on your own game. The game checks spell cooldowns on each player's own game, not on the server, so the cooldown setting on the server does nothing. Since 1.1.1 your own copy applies your own cooldown setting in worlds you join. Each player sets their own, in Mod Menu or config.txt.
  • Both measured on the Windows dedicated server. Windstep at 0.5x rune cost on the server took 3 Air runes instead of 5, and a player's own menus can still show the normal cost. With my own game at 0.5x cooldown, a recast after 2 seconds worked every time. With only the server at 0.5x it was refused 4 times out of 4. Windstep at 0 still needs about 2 seconds between casts, that wait comes from the game.
  • Solo and hosting from inside the game work as before, with the Mod Menu sliders as usual. Tested on the Windows dedicated server.

Good to know

  • Changes apply while you play. After you move a slider, all 52 spells are updated within about 7 seconds. No restart.
  • After loading a world the mod waits 40 seconds before it touches any spell, then sets them all over a few seconds. Until then spells have their normal values. On a fresh start at 0.5x everything was set about 50 seconds after I loaded in.
  • Survives a reload. I left to the main menu at 0.5x and came back: all 52 spells read half of normal again, not a quarter.
  • Fishnado's perk: Fishnado is the only spell with a cooldown upgrade perk, and that perk has its own shorter cooldown. The mod scales that one too, but I have not cast Fishnado with the perk to see the game use it.
  • Light on the game: with both sliders at 1x it loads nothing. Otherwise it handles 4 spells every half second, so all 52 take about 7 seconds, and then it re-checks every 30 seconds in case the game reloads a spell.
  • Other spell mods: I have not tested it together with other spell mods. It scales whatever value a spell has when it first touches it, so if another mod already changed a cooldown, that changed value is what 1x means here.
  • Co-op: in a world hosted from inside the game it is only for the host. A guest's copy does nothing. I have not tested player-hosted co-op, so I can't say yet whether the host's settings reach guests. On a dedicated server it goes on the server, see Dedicated servers above.
  • Not sure it is running? UE4SS.log shows lines starting with [SpellSliders], the first one reading loaded v1.0.0.

Tested on RuneScape: Dragonwilds 1.0 on Steam with UE4SS 3.0.1, solo, on a test character: cooldown at 1x, 0.5x, 0.25x and 0x (all 52 values read each time, Rocksplosion recast at 1x, 0.5x and 0x, Home Teleport at 0x), rune cost at 0.4x, 0x and 1x (Windstep), back to 1x and switched off, leaving to the main menu and coming back, and a fresh start at 0.5x. Every change went through Mod Menu. Not tested yet: settings above 1x in game, a cast with Fishnado's cooldown perk, player-hosted co-op, controller, Game Pass, and frame times during the first pass after loading a world (no stall or crash was logged).

Spell Sliders - Spell Cooldown and Rune Cost Team

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