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Last updated at 21:15, 10 Aug 2017 Uploaded at 17:33, 20 Jan 2017
Spellsword is a mod which enables the casting of spells via weapons. The basic premise is as follows: weapons can now be enchanted with spells. This enables the player to cast the spell with their weapon by pressing and holding a casting button and then either swinging their weapon, blocking, or in the case of bows/crossbows, shooting the arrow or drawing the string fully.
The same as many other mods; if you are doing a manual install, just unpack the folder and add the files to your data directory. Keep in mind that only ONE of the included DLC .esps should be used. However, I suggest using a mod manager such as Nexus Mod Manager (NMM) or Mod Organizer. For Mod Organizer, click the top left icon which reads "Install a new mod from an archive." You'll be provided with an installer which lets you choose which DLC option fits your system. After installation, just click the checkbox in the mod window to turn it on! It shouldn't matter too heavily where in the load order it sits. Basically, it adds a few items to the world (fine) and adds a script to enchanting tables, so place it above anything that modifies arcane enchanters.
Requiem users: As I've manually patched this by hand, you can place both Spellsword.esp AND SpellswordRequiem.esp AFTER Requiem.esp and BEFORE the patch Requiem for the Indifferent.esp. Load order doesn't seem to be crucial otherwise.
There is now a German translation thanks to Svorge. See here!
There is now a Chinese translation thanks to ryonAlice. [WARNING: The following link takes you to an external website. Google Safe Search has registered it as safe and I visited with a Google Chrome translation overlay and everything appears to be legit and respectful. However, download at your own risk] See here!
SKSE 1.7.3 and SkyUI 5.1. DLC is not required.
HOW TO USE
When you first load the mod, you should get a quest to obtain a book from the MCM. Open the MCM, familiarize yourself, assign your casting button, and then choose the option to send yourself the operating manual. Once you've read it (it details how to use the mod in-game) and exit out of your menus, you'll be given an opportunity to start with a basic spellweapon. This will conclude the quest.
To cast a spell with your new weapon, simply press and hold down the casting button to charge the spell. Then, if the spell is offensive (e.g. firebolt), swing your weapon to fire, or, if the spell is defensive (e.g. fast healing), block with the weapon. If you have multiple spell-enchantments equipped (either through dual weilding or multiple enchantments), cycle through your spells using the spell selection key (MCM) to chose which is currently active. If you decide to dual wield spell weapons, you will lose your ability to cast defensive spells (since you can't block).
Note that you can channel the charge of one weapon in one hand to cast the spell in the other. So if your current spell-enchantment is for the right weapon, and you charge the spell and swing with the left weapon, you can use the left's charge to cast the spell on the right weapon.
As you may have seen in the MCM, you have the option to assign fractional spell costs to your magicka, stamina, and/or the enchantment charge reserves. So, if a spell normally costs 100 magicka, you could change it to be 80,20,25, that is, 80 magicka, 20 stamina, and 25 enchantment charge units. Or 0,0,0, if you wanted. The goal here is to empower role-playing and let the player decide their gameplay balance based off their personal preferences.
Spell-enchantments have a base enchantment that corresponds to each spell. For instance, fire spells like firebolt, fireball, etc., have a fire base enchantment. So not only does the weapon have the ability to cast the spell, it also acts in a similar manner to vanilla enchantments and sets the enemy ablaze when they're hit with the weapon. A list of all the enchantment-base/spell combinations can be found in the in-game manual.
Unlike vanilla enchantments, spell-enchantments can be learned in one of two ways. The first way is the standard disassembly procedure. Just take a weapon you found the an arcane enchanter and destroy it to learn the enchantment. The second way is by learning the components of the enchantment. For instance, if you've already learned the base enchantment of fire, and know the firebolt spell, you will automatically be able to enchant firebolt into a weapon.
Some spellweapons cannot be found and must be learned from their components. This is true of all master level spells but is also true of a few others. Conversely, there are a few spell weapons which cannot be made and can only be found...
Some spellweapons do no exist. For instance, concentration spells and spells which aim at the ground cannot be enchanted. Or spells like transmute which would be useless on a weapon.
tl;dr: install the mod, get a spell-enchanted weapon, hold the casting button and swing/block/draw(bow)/fire(bow) the weapon.
Thanks BroDual! V1.1.1
Thanks MxR Mods! Spellsword starts at 2m30s. V1.0.0.
Thanks VatiWah! Spellsword starts at 40s. V1.0.0.
Thanks MxR Mods! Spellsword starts at 2m30s. V1.0.0.
Thanks VatiWah! Spellsword starts at 40s. V1.0.0.
Honestly, this mod should be compatible with nearly everything. If you want a more detailed answer, see below.
(Details: To make this mod work with others, I've mostly made new entries in the creation kit rather than modifying vanilla assets. A few exceptions: a few items placed into the worldspace and a script on the enchanting tables, though NONE of these are necessary for proper functioning of the mod (the enchanting table script checks for newly learned skills, though you can save and reload the game to do the same thing). They're there just to add to the experience. It should be noted that I also made the additions to the leveled items lists a script rather than directly altering the leveled lists records. This dynamically checks for entries and adds weapons to the lists only if it won't go over the 255 limit. However, if ANOTHER mod adds to that list and doesn't check and is loaded after, that mod could crash your game. So beware.)
Requiem users: As I've manually patched this by hand, you can place both Spellsword.esp AND SpellswordRequiem.esp AFTER both Requiem.esp and the patch Requiem for the Indifferent.esp. Load order doesn't seem to be crucial but I've only tested it being after all requiem esps.
- Very very very rarely the player stops being able to cast spells. Like, in 40+ levels this happened once. To fix: Just load into a new area (go through a door), quit and restart the game, or use another weapon. Also try the new MCM button for resetting the scripts.
- If, while playing, you reload a save after you've learned an enchantment (via components), that knowledge persists until you restart the game.
- If you have logging enabled, you'll notice some errors related to _Spellsword_LoadGame_Quest and CheckKnownEnchantments(). Ignore them.
First and foremost, I plan on making a DLC patch ASAP. In specific, I really want Dawnguard anti-undead spells for Paladin builds.
Next, I plan on making a Requiem patch. I love Requiem. I've already investigated and think this should be pretty simple to do (with mass effect and all).
- I'd like for users to be able to use other spell mods with this. Minimally, I'll make an Apocalypse patch. However, I'll investigate other ways of automating this
- Eventually, I might make all spells (besides concentration) available as enchantments. It just takes a bit of monotonous work.
- As it turns out, there might be a way to even allow concentration spells on weapons, but I'll have to do more research on that. Don't expect that too soon.
- I'd like to do animations for some spells, especially the defensive spells. It would be nice to do the staff gesture for things like candlelight rather than use the block animation.
Wouldn't it be cool if weapons could have multiple spells? And then you could choose which spell to use via the scroll wheel, like Chesko demonstrated for weapons. I might try doing that eventually.
- Once SKSE64 is out, I'll port this over to Skyrim Special Edition (SSE).
Future versions of this mod will likely be incompatible with the current version as I didn't lay the proper groundwork for version transitioning. I hope to fix this soon.
- In general, the scripts should be very safe, but I hope to make them more robust. I deeply appreciate constructive criticism in this regard, so if anyone is particularly talented with papyrus and wants to take a look, feel free to give me feedback.
Q: Will this be released for SSE on PC and/or consoles?
A: PC? Yes, eventually. This mod relies heavily on SKSE and will not function without it. So, once SKSE64 is out, I'm extremely interested in porting it over. For consoles? Unlikely, for the same reasons. If XBox One somehow allows SKSE, then I could imagine porting this over.
Q: Does this mod use scripts?
A: Yup! And they should be safe!! I've followed every scripting best-practices I've seen so that this does not brick your game. With this being version 1.0.1, there are bound to be bugs, but none should be game breaking. I've tested this on 40 levels of a character using plenty of other mods alongside it and had no problems. If you experience any, please let me know ASAP! My number one goal is to provide stable mods that are fun. Emphasis on stable.
Q: Here's my load order. Can you help me determine why I CTD?
A: Unfortunately no. Even if you're certain it is my mod. Don't get me wrong, I'm invested in making my mod work as flawlessly as possible, and I'm prepared to investigate bug reports as they come in. However, in my personal life, I've got extremely low bandwidth in regards to free-time right now, so I'm asking all users experiencing issues to determine the "set of lowest common mod-conflicts," that is, the minimum set of mods that give you your problem. In a perfect world, the number of mods in that set would be 2, my mod and the mod in conflict. If that number even gets remotely high, I'm unlikely to be able to help.
Q: Do the spells cast with weapons still give experience? And is it done correctly (e.g. firebolts hitting trees don't give experience, hitting bandits do)?
Q: Do the spells cast with weapons still utilize spell cost reduction equipment/magic effects correctly?
Q: How do multiple spell weapon enchantments work together?
A: Spells from enchantments are put into a spell inventory which the player can toggle through.
Q: Is there any feedback when casting a spell?
A: Yes, there is an optional graphical effect and a sound for casting. There is also feedback for failing a spell.
Q: How does the mod treat shields?
A: Shields are armor and thus have no enchantment charge. So right now they do nothing. Right now.
Q: Does this mod work in first person?
A: Yup! I just forgot to take videos of first person. Try it out for yourself!
Q: Can you cast spells from other mods with weapons?
A: No. And that's a bummer. It's definitely something I'm looking into. The problem is that there is a significant amount of manual labor that goes into adding additional spells to the pipeline. I could try to brute force scaling up my operations but first I'm going to see if more elegant solutions are available.
Q: Where should this be in your load order?
A: It can really be anywhere. Just place it above anything that modifies arcane enchanters. See the compatibility note above.
Q: Could I use Dual Wield Parrying to cast defensive spells while dual wielding?
A: I'll let Cheezyeggs answer: "I just spent half an hour testing every combination I could imagine with the mod Dual Wield Parrying (http://www.nexusmods.com/skyrim/mods/9247/). It seems to work perfectly and I would very much recommend using them together.
You could use two spellswords and still block, meaning that defensive spellswords are viable for off-hand use.
Alternatively, you could use a spellsword in one hand and cycle through an array of actual spells in the other, maintaining the ability to block and also increasing spell diversity."
Q: Does this mod work with perks from Ordinator?
A: I'll let raziell74 answer: "I also use Ordinator and I'm happy to report that yes the perks do apply to the spells used with this mod. It's really satisfying seeing Cataclysm proc when you fire off incinerate at point blank with a sword."
I've been advantaged by all the hard work previous modders have done and documented. In this regard, groups like Bethesda, the Nexus admins/programmers, the SKSE team, and the SkyUI team are all very appreciated.
I'd also like to thank Chesko for adding some cool tools and tutorials. I've used the tutorial for the Weapon Scroll Wheel mod for use in my spell inventory script and have integrated Lilac into the development (right now it is used more as a curiosity but it will become more prevalent later).
In addition, I have to thank several mod authors for the beautiful pictures I was able to take to demonstrate my mod. While an exhaustive list of the mods I used would be prohibitive, I can list the most apparent ones below:
ENB: Vividian in some, SnowFall Weathers in others, NLVA in others.
Vivid Weathers for beautiful weathers (like that awesome rain!).
Armonizer for the Azura Paladin armor
Simple Hauberk and Early-Middleages Helmets for the shiny armor (my pictures really don't do it justice, its amazing armor)