For anybody else confused as to how this works, you have to hold down the READY MAGIC key, then fire with the mouse. This means that if you let up on the ready magic key, you have to 'unready' first, then re-press the key to be able to use the new casting features.
Works great (lots of fun spraying down guards with vivec's fury), but perhaps in a future version the key to enable the new casting types can have an MCM option to rebind it to something other than ready magic to avoid having to unequip/equip to use the function? I see in the script that the key check is bound to tes3.keybind.readyMagic - could this be altered to a configurable scan code instead? (I'm not a coder, and I have no idea).
THANK YOU I've had this mod installed for ages and tried to use it but nothing ever worked so I just left and forgot about it. now seriously examining every single MCM page, I happened across this mod and read the description & MCM over and over again but nothing it told me to do would work. finally held "ready magic" and it worked!
holding the casting button and changing the hotkey to fire the different types doesn't seem to work for me. Perhaps this is not compatible with MCP quick casting?
4 comments
Works great (lots of fun spraying down guards with vivec's fury), but perhaps in a future version the key to enable the new casting types can have an MCM option to rebind it to something other than ready magic to avoid having to unequip/equip to use the function? I see in the script that the key check is bound to tes3.keybind.readyMagic - could this be altered to a configurable scan code instead? (I'm not a coder, and I have no idea).
In any case, thanks for the neat mod!
I've had this mod installed for ages and tried to use it but nothing ever worked so I just left and forgot about it. now seriously examining every single MCM page, I happened across this mod and read the description & MCM over and over again but nothing it told me to do would work. finally held "ready magic" and it worked!