Enables keybinding spells and casting them using your melee weapons instead of your hands, as well as attacking while jumping and sweeping attacks with one-handed weapons.
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Mod should now continue to function normally when switching in and out of werewolf form. (including any other race changes)
Version 1.32
It's now possible to have one offensive and one defensive toggle keybind active at the same time, using any other keybind of the same hostility turns the related toggle keybind off
Version 1.31
Added a faction to indicate charge state (xx0DB374), 0 = Not charged, 1 = Charging, 2 = Charged (This should enable the ability to set up custom animations for WMAG using DAR)
Changed cycle behavior on toggle keybinds. You will now cycle through the spells of the toggle keybind by continuously pressing the hotkey.
Version 1.25
Improved MCM Spells page usability
Fixed bug causing spells to be overcharged even when not overcharging
Added adjustable overcharge amount to MCM
Removed charging animation and corresponding toggle in MCM
Version 1.3
Removed notification spam from spell duration and magnitude modifications.
Improved sounds on concentration spells.
Fixed MCM Spells page sperging out when removing keybindings.
Added new charge mode which enables toggling a keybind so it casts automatically on attack/block.
Added support for unarmed combat.
Version 1.2
Removed charged shader effects on concentration spells and spells that are auto cast.
Fixed spell release sound not playing.
Version 1.1
Added the option for Autonomous charging.
Added an Experimental overcharge mode to charging modes.
Version 1.0
Improvements to concentration casting.
Minor bugfixes and stability improvements.
Version 0.98
Better support for bow/crossbow
Version 0.97
Added bow and crossbow as valid weapons. (Still not officially supported)
Minor adjustment of the way spells are cast to support casting of concentration spells with windup.
Version 0.96
Minor bugfixes.
Fixed a rare instance where Warrior Magic could get stuck and it was necessary to disable and then re-enable the mod to get it to work again.
Version 0.95
Improved casting performance.
Added a "High Latency Detection" feature which skips some immersive but expensive logic (sounds/shaders) when high script latency is detected to improve performance. It will automatically enable this logic again once latency improves. This is can be enabled through the MCM. (Off by default)
Version 0.90
Added localization support to MCM
Changed spell cache refresh logic, it will now only automatically refresh after reading a spell book.
Version 0.86
Fixed MCM, spells page -> stuck when trying to change bound spell in some cases.
Version 0.85
Slightly optimized spell cache build speed
Improved user interface feedback on the MCM Spells page
Added sanity check on equipped weapons, Warrior Magic will no longer attempt (and fail) to function when no melee weapon is equipped (staff is not considered melee for this purpose)
Improved spell charging and release code to fix minor bugs and improve stability.
Settings Maximum/Minimum cast times now only relate to charge mode: Magicka
Fixed not being able to cast spells with left hand.
At it's core this mod enables you to bind spells to hotkeys and cast without having to equip spells manually, it's similar to other excellent hotkey mods like AH Hotkeys or Smart Cast but it is much more basic, if you're looking for a fully featured hotkey mod I recommend you check one of those out - however if you're looking for a more immersive way for your melee character to cast spells without having to equip them then this mod is for you! I've long been a faithful user of the previously mentioned mods but never really liked how spells just appear out of my characters forehead and I've also had issues with the balance of it all.
This is my first mod, I hope it works and I hope I didn't forget anything important. I'd love to hear what you think or if you have any questions, just drop a comment and I'll do my best to answer. :)
Warrior Magic aims to make casting with your hands full, more immersive and less overpowered, the way it goes about achieving this is by channeling your spell casts through your combat actions. You charge a spell by clicking/holding the hotkey you've assigned to it and once the spell is charged you can release it either through swinging your weapon or blocking, depending on the hostility of the spell that you've charged. By default you will have to hold the hotkey for a period of time based on how long it normally takes to cast the spell but this is customizable, you can change this to be instant if you so choose - additionally you can also choose to automatically do the combat action required to release the spell once it's charged.
This mod is meant to be used with melee weapons, one handed or two handed, as weapon swings and the ability to block is integral to the core functionality - I've recently added support for bows and crossbows however I still recommend using this mod with melee weapons.
Features
Charge spells by holding hotkeys. (You can customize the charge time to be instant, based on the spells cast time or based on the spell cost compared to your magicka pool)
Release spells by swinging your weapon or blocking. (You can choose to do this manually or once you release your hotkey or automatically as soon as the spell is charged)
Concentration spells are supported and never require charging, just hold down the assigned hotkey and look at it go!
Spell Cycle (you can bind multiple spells to the same key and cycle through them)
Extend spell duration by recasting it. (Each time you recast a defensive spell that is already active it will have it's duration refreshed and extended up to the maximum that you've defined, this feature can be disabled by setting the maximum to 0)
Dispel an active effect by holding a defined dispel key when using a hotkey spell.
Attacking while jumping. This is an experimental hack, it works but it's a little iffy as your attack animation is canceled once you land on the ground again so it works better for faster weapons since they have a better chance of getting their hitframe to fire.
Sweeping Attacks with 1H weapons. (Disabled in towns)
The way spells are charged and released can be configured individually for offensive and defensive spells, additionally overrides can also be defined per hotkey.
Incompatibilities I've noticed that adding or removing spells and/or effects from the player character interrupts casting of concentration spells, some mods do this extensively, all the time - Warrior Magic will recast any interrupted concentration spells if it determines you still want to keep casting however there will be a noticeable interruption. I recommend getting rid of any mods that excessively add/remove spells and/or effects or reduce their interval if possible.
How to use? First you need to bind a spell to your desired key, this can be done in two ways, through the (1) MCM or using the (2) "WMAG Bind Spell" power.
1. In the Warrior Magic MCM, navigate to the "Spells" page and under "Create a spell keybind" click on "Click to bind key", in the popup press the desired key on your keyboard.
A new hotkey will be created in the top of the "Spells" page and assigned the first unbound spell available to your character (typically Flames)
Click the spell and wait for the spell list to load, then proceed with selecting the spell you wish to cast.
Exit out of the MCM and hold the key you assigned, it should now charge and a sound prompt + visual effect on your character should indicate when it's fully charged. Now depending on how you've configured casting for this spell it will cast automatically, when you release the key or when you perform the required combat action.
or
2. Equip the "WMAG Bind Spell" power in your Magic menu, use the power and your Magic menu should open once again.
Equip the spell you wish to bind.
Click the key you wish to bind it to.
Your Magic menu should now close. Hold the key you assigned, it should now charge and a sound prompt + visual effect on your character should indicate when it's fully charged. Now depending on how you've configured casting for this spell it will cast automatically, when you release the key or when you perform the required combat action.