If you run into an issue, please remember everyone here is human. I do this in my spare time for fun. Please make sure you're using the requirements and if an issue does occur, please format your post in a comprehensive way. I appreciate kind words and I'm glad anyone would even enjoy my work!
If you want to get in touch with me or see sneak peeks you can join my Discord or Patreon!
I dont know if that bug happend before but it seems like while having destro magic in left hand, all ashes plays Eldritch Blast animation, it doesnt happend with other types of magic like resto, conj etc.
I love the mod and it works well for most of the time, sadly for my spellblade it seems unusable, any way to fix this? Any tip for me maybe? Thanks for any responds!
Hey, hello. Thank you very much for your creation. These moves are really great, really cool. But I think the equipment method is too abstract. I don't mean to criticize, just want to say that if you change the way the moves equip, maybe this mod will be more popular, maybe a spell, maybe a special ability. I think I will use my own way to sort out your move modules and put them into my BFCO animation file directory, because I see that BFCO has a special attack ability, and none of the current weapon animation mod use this ability. Maybe I can also use these moves in conjunction with existing magic buffs. I'm new to modding and not sure if I can do it well, I'll give it a try anyway. Thank you again, have a good day!
- I don't particularly care if the mod is popular. I made it for my game, and decided to share it. That's pretty much it. - I don't like powers or spells for a system like this, they occupy slots used by things people generally have other choices for. (Who doesn't want FusRoDah on their shout 24/7???). A gear slot can be changed easily (since there's many unused ones) - If you want to change it for your personal install, feel free. Everyone's modding journey starts because they want to change something.
I love this mod, but would really like to make an adjustment to it. Is there a simple way that I could alter the mod via Xedit (or some other program) to remove the equippable ash items from the shops and crafting menu and instead add them in as very rare boss drops or something for more of a feeling of progression? I am completely in the dark when it comes to modding and if it's super complicated I probably couldn't figure it out.
I want to take this up. I have decent modding skills. But i want a version that uses the NPC version of ashes of war. I don't want to install the spell mod requirements (except additional attack, of course). I'm wandering what i can remove to realize this. The animation folders?, if so, which ones? Do i need edit something in particular in the esp?
Update: I've made some progress on this. Cleaned out animations that looked too anime. I also standardized special attacks so the entire set will be potentially available to NPCs.
The author used a list of classes (e.g., assassins or thief class) to determine which NPCs receive special attacks. I think this is great. I'll just fine tune them so they are more specific.
I watched the special attack animations closely and decided to divided them by weapon types. So you can only do certain specials with certain weapon types. This way, some of the faster animations can be given to daggers, etc. The idea is so animations fit the weapon type.
Looking implement the ashes in the leveled lists carefully according to how good i feel they are (rarity). So, you can see common ones in shops, and rare ones at bosses. You'll no longer be able to craft them.
I'm currently looking at the source code for the ''Additional Attack mod'' that make this one possible. I think i can improve one of the scripts. But more importantly, i'm looking to implement different stamina requirements for the individual specials. So you don't feel like your cheating.
The two animations can have circling and returning animations will consumemagicka aswell, and require skilled Alteration lvl (i.e. telekinesis ability).
I like the idea of this mod, and i want to fully realize it into satisfying, progression-based game-play.
Update 2: After scratching out my eyeballs, coming up with code, and conditions, I've made great progress.
So far: 1) Improved Additional attack mod. It will require MCM helper but is more friendly to Game-pad & keyboard binding.
2) All special attacks are now dependent weapon type. Each special attack has specific Stamina (or Magicka or skill lvl) requirements.
3) Special attacks cannot be performed without these requirements.
4) Anti-Input spam implementation so your resources (stamina or Magicka) are no consumed more than once per special attack. This also improves responsiveness.
5) Ashes are distributed in the leveled lists according to a rarity-benefit logic, with the rarest ones only dropping from certain bosses (I'm sure someone can improve on this when i release it)
Current finishing touches
1) Currently applying the same rarity, resource requirements (stamina/Magicka/skill; via OAR) to NPC special attacks, so there are certain moves you'll see more commonly, and other you'll rarely see being performed.
2) Some SSE-edit finishing touches and testing.
@Mod Author: if you see this; with your leave, i plan to make this available to people, on this mod page, via Media-fire. If you have further thoughts, please let me know, thanks.
YOU DON'T NEED THE OTHER SPELL MOD REQUIREMENTS (from the base mod). I didn't include those specials.
CREDITS:
1) GildyBoye (Mod Author) for resources and inspiration 2) JaySerpa's Dynamic Activation Key mod & the MCM Mod by MaskedRPGFan (Got a lot of help from studying the code used) 3) Additional Attack By Loop (For the Nemesis framework and MCM code)
Notes
1) Your perks can affect the cost of the special attacks. NPC version also accounts for classes introduced in popular mods like OBIS, better vampire NPCs, and ROTE
2) For some reason, the function GetEquippedItem doesn't distinguish between Battleaxes (BA) & War-hammers (WH). Thus, i had to use the base game keywords to differentiate them respectively where necessary (WeapTypeBattleaxe and WeapTypeWarhammer).
If you have a custom BA or WH weapon from a mod, make sure to patch it with these respective keywords. Else your special attack may not trigger when you have the relevant AshofWar equipped.
Thanks and Enjoy.
Tips: If you manage to get two ash items you like, and you play with savvy game-pad control maps, you can use the favourites hotkeys to quickly swap and perform attacks, b2b (i'm sure most game nerds know this lol).
- First off, I had to forward a few changes from Legacy of the Dragonborn and Weapons Armor Clothing and Clutter Fixes. Not a big deal but just something to perhaps keep in mind as those are two very popular mods - You mentioned you were going for an anti-spam approach. However, I was still able to perform a special attack despite lacking the supposed stamina requirements. I am playing with Valhalla Combat enabled, which is a mod that makes some changes to the stamina system so I'm assuming that mod makes the attacks spammable. What I did previously to avoid this was, I changed it so Additional Attack would consume Magicka instead, and I set conditions in OAR so that attacks would not trigger if my current Magicka was below a certain value. Somehow it would even ignore the stamina conditions I set in OAR so I was forced to use Magicka to make it non spammable, most likely due to Valhalla Combat.
I love the whole idea of the mod and I'm sure it will be considered a staple in many mod lists soon. Keep it up!
Keep in mind, I'm not entirely sure that hosting mods on mediafire and posting on nexus is allowed as it circumvents requirements etc. I'd hate to see your work get taken down so I'd suggest likely packaging it into a better format and seeing if we can make it an optional file version with some fixes incorporated.
Hi @SpDude I'm not sure which changes you had to pull over. Most records in the Esps are unique, so it won't be overwriting anything (maybe minor level list loot conflicts). Secondly, did you start a new game and test? Using an existing game might make things wonky. Everything still works well on my end.
@GildyBoye With all due respect, I have modding skills but have no interest in the politics of nexus. It's why i don't have a modding page. I'm not trying to steal anyone's work either nor am i interested in getting credited. I just want to share some of my problem-solving skills in Skyrim with people.
I don't want to start asking 50 mod authors for permissions. If you would like to, you can claim the credits and publish this as a version of your mod.
I always try to list the mod author credits when i can. So i don't mind this being taken down. What would be a shame, is if people can't receive satisfying variety in their games because of our politics.
I will look out for what you say, if you tell me to remove it, then i will. I made it primarily for myself anyways. Hope i didn't come off too blunt, it isn't my intention.
Yes, it was just a conflict with the level list loot. And yes, I am testing it on both an existing save and a new save. Both saves have the same issues where I can just spam special attacks without their stamina requirement. I'm assuming the mod just doesn't play well with Valhalla combat? In simple terms: Current stamina: 200 Cast Special attack costing 120 stamina Current stamina: 80 Cast Special attack costing 120 stamina Current stamina: 0
Edit: I fixed it by adding the condition "Subject.GetActorValue(Stamina) >= (insert value here)" to the effects column of the EditorID named "cooldown" under spells.
I'll explain the logic of how the mod works just in case you wanna troubleshoot something wrong on your end.
Basically, the mod fits the player into a reference alias.
In this alias, your keybind is registered for a "key press" event.
When you press that particular key, I put the alias into an "empty state" so it stops listening for more key presses. This implementation is much more performance friendly.
Then the alias check if the player doesn't have this graphvariable - "BisAbl". This essentially means the player Isn't currently performing special attack.
If this is true, the alias casts a spell which is the "cooldown spell record". I used this spell to listen for unique ash item keywords, and ensure the player has the relevant weapon equipped, and the resource requirement (aka magicka, stamina, etc).
If this is all true, the unique magic effect triggers and applies a perk to the player.
The idle record (aka the special attack ) only plays if it can see this perk on the player. The alias then removes the perk from the player.
Then the alias returns the default state, ready to listen for more key presses.
So lets say, you're still spamming your key when it returns to the default state (and the special attack is still playing), it quickly goes back to the empty state, and the condition (doesn't have this graphvariable"BisAbl") will be false and nothing will happen.
Took many days of mad scrambling and hard work, but got there in the end :)
Edit: AHH, i think know what happened, i think i forgot to put the respective resource requirements on the individual magic effect requirements lool. I only did it for the weapon ashes i was testing lool. Thanks for pointing this out.
Edit2: All done now. Everything should be working well.
Works great so far! Not finding many Ashes of War though, I'm around level 20 now and the only one I've found was a Warhammer one sold by a Khajiit Caravan.
The idea was to make them less accessible, valuable drops. I grouped them into 4 categories. common, uncommon, rare, and very rare.
The first two categories you'll be lucky to find at merchants, but they won't have them in massive amounts like they produce it.
The rare ones you'll most likely find in dungeons, whilst the rarest are only found from boss loots.
Its important to check that the leveled list changes i made aren't being overwritten by your load order. A quick load of your mod list in SSEedit can make this clear. Cuz i believe someone who said he uses Legacy of the Dragonborn had minor, leveled list conflicts.
Perhaps someone who is good at designing in-depth leveled lists can polish the loot dynamics of this version. I mainly wanted to make the special attacks performance friendly, and feel satisfying with unique cost and requirements.
My main priority is working on a dragon mod, but once i'm done, if no one has taken up the mantle, i'll pour in time to flesh out the leveled list system, and find an implementation that eliminates any chance of conflicts (i.e., either through perks or SPID)
Cheers LeoneKingzz, yes I ensured there were no conflicts in xEdit :) Am now level 38 and have encountered another Ash of War, I think it was on Durnehviir in the Soul Cairn. I haven't been doing the main quest and only just killed Vittoria Vici as part of the Dark Brotherhood quest. I think the majority of my modlist isn't referencing the levelled lists you used, but of course you cannot expect to make this with every mod in mind. I think it works well as is, could potentially be improved if someone else wanted to add a couple more levelled lists or perhaps hand-place some bosses around the map for the player to hunt down, idk.
Anyway, thanks for your work, to you and GildyBoye!
Hey, I'm trying to make the ashes of war be used as an ability that uses magika instead of stamina to make use of magika as another resource for melee builds. How hard would this be? It doesn't even need to be an ability or spell... it could be the same hotkey but use magika instead.
It isn't clear weather or not I need the "aditional attack" mod as well, or does your mod have that included? If so, I could't find it in the mcm to set the key.
Amazing job with this mod! I have an issue where the damage is way too high, is there any way to configure the damage to be lower? It's only specifically with this mod.
i love your mods man! especially the dragons fury i think the name is where you lashes out flames into enemys face and temporary imbue weapons into fire elements.
would be awesome if you add some more elements like other skyrim elements into the mod.. like frost or light magic for undead killing.. maybe poison too!
Hi, sorry, I have everything downloaded and I can craft and equip the ashes ingame, but when I input the hotkey, nothing happens. Any idea what may cause this?
Hello loved the mod, but I'm having a problem where the thrown weapon art doesn't do Damage unless we are really close. Is it a bug with Precision mods?
316 comments
Please make sure you're using the requirements and if an issue does occur, please format your post in a comprehensive way.
I appreciate kind words and I'm glad anyone would even enjoy my work!
If you want to get in touch with me or see sneak peeks you can join my Discord or Patreon!
I love the mod and it works well for most of the time, sadly for my spellblade it seems unusable, any way to fix this? Any tip for me maybe?
Thanks for any responds!
I'm new to modding and not sure if I can do it well, I'll give it a try anyway.
Thank you again, have a good day!
- I don't like powers or spells for a system like this, they occupy slots used by things people generally have other choices for. (Who doesn't want FusRoDah on their shout 24/7???). A gear slot can be changed easily (since there's many unused ones)
- If you want to change it for your personal install, feel free. Everyone's modding journey starts because they want to change something.
We talked about SPID, so I hope you nail it!
The author used a list of classes (e.g., assassins or thief class) to determine which NPCs receive special attacks. I think this is great. I'll just fine tune them so they are more specific.
I watched the special attack animations closely and decided to divided them by weapon types. So you can only do certain specials with certain weapon types. This way, some of the faster animations can be given to daggers, etc. The idea is so animations fit the weapon type.
Looking implement the ashes in the leveled lists carefully according to how good i feel they are (rarity). So, you can see common ones in shops, and rare ones at bosses. You'll no longer be able to craft them.
I'm currently looking at the source code for the ''Additional Attack mod'' that make this one possible. I think i can improve one of the scripts.
But more importantly, i'm looking to implement different stamina requirements for the individual specials. So you don't feel like your cheating.
The two animations can have circling and returning animations will consume magicka aswell, and require skilled Alteration lvl (i.e. telekinesis ability).
I like the idea of this mod, and i want to fully realize it into satisfying, progression-based game-play.
So far:
1) Improved Additional attack mod. It will require MCM helper but is more friendly to Game-pad & keyboard binding.
2) All special attacks are now dependent weapon type. Each special attack has specific Stamina (or Magicka or skill lvl) requirements.
3) Special attacks cannot be performed without these requirements.
4) Anti-Input spam implementation so your resources (stamina or Magicka) are no consumed more than once per special attack. This also improves responsiveness.
5) Ashes are distributed in the leveled lists according to a rarity-benefit logic, with the rarest ones only dropping from certain bosses (I'm sure someone can improve on this when i release it)
Current finishing touches
1) Currently applying the same rarity, resource requirements (stamina/Magicka/skill; via OAR) to NPC special attacks, so there are certain moves you'll see more commonly, and other you'll rarely see being performed.
2) Some SSE-edit finishing touches and testing.
@Mod Author: if you see this; with your leave, i plan to make this available to people, on this mod page, via Media-fire. If you have further thoughts, please let me know, thanks.
Ashes of war for Player: https://www.mediafire.com/file/62xfsug5zkpqp2f/Ashes_of_War_Full_Suite_%2528DAR%2529.7z/file
Ashes of war for NPCs: https://www.mediafire.com/file/9t7cq4iyriffzvf/Ashes_of_War_for_NPCS_%2528DAR%2529.7z/file
Player Version Requirements:
1) Ashes of war Hot Key mod: https://www.mediafire.com/file/bfee1yz4hyfttjk/Additional_Attack_For_Ashes_of_War.7z/file
2) MCM Helper : https://www.nexusmods.com/skyrimspecialedition/mods/53000?tab=description
3) Nemesis
YOU DON'T NEED THE OTHER SPELL MOD REQUIREMENTS (from the base mod). I didn't include those specials.
CREDITS:
1) GildyBoye (Mod Author) for resources and inspiration
2) JaySerpa's Dynamic Activation Key mod & the MCM Mod by MaskedRPGFan (Got a lot of help from studying the code used)
3) Additional Attack By Loop (For the Nemesis framework and MCM code)
Notes
1) Your perks can affect the cost of the special attacks. NPC version also accounts for classes introduced in popular mods like OBIS, better vampire NPCs, and ROTE
2) For some reason, the function GetEquippedItem doesn't distinguish between Battleaxes (BA) & War-hammers (WH). Thus, i had to use the base game keywords to differentiate them respectively where necessary (WeapTypeBattleaxe and WeapTypeWarhammer).
If you have a custom BA or WH weapon from a mod, make sure to patch it with these respective keywords. Else your special attack may not trigger when you have the relevant AshofWar equipped.
Thanks and Enjoy.
Tips: If you manage to get two ash items you like, and you play with savvy game-pad control maps, you can use the favourites hotkeys to quickly swap and perform attacks, b2b (i'm sure most game nerds know this lol).
- First off, I had to forward a few changes from Legacy of the Dragonborn and Weapons Armor Clothing and Clutter Fixes. Not a big deal but just something to perhaps keep in mind as those are two very popular mods
- You mentioned you were going for an anti-spam approach. However, I was still able to perform a special attack despite lacking the supposed stamina requirements. I am playing with Valhalla Combat enabled, which is a mod that makes some changes to the stamina system so I'm assuming that mod makes the attacks spammable. What I did previously to avoid this was, I changed it so Additional Attack would consume Magicka instead, and I set conditions in OAR so that attacks would not trigger if my current Magicka was below a certain value. Somehow it would even ignore the stamina conditions I set in OAR so I was forced to use Magicka to make it non spammable, most likely due to Valhalla Combat.
I love the whole idea of the mod and I'm sure it will be considered a staple in many mod lists soon. Keep it up!
@GildyBoye With all due respect, I have modding skills but have no interest in the politics of nexus. It's why i don't have a modding page. I'm not trying to steal anyone's work either nor am i interested in getting credited. I just want to share some of my problem-solving skills in Skyrim with people.
I don't want to start asking 50 mod authors for permissions. If you would like to, you can claim the credits and publish this as a version of your mod.
I always try to list the mod author credits when i can. So i don't mind this being taken down. What would be a shame, is if people can't receive satisfying variety in their games because of our politics.
I will look out for what you say, if you tell me to remove it, then i will. I made it primarily for myself anyways. Hope i didn't come off too blunt, it isn't my intention.
In simple terms:
Current stamina: 200
Cast Special attack costing 120 stamina
Current stamina: 80
Cast Special attack costing 120 stamina
Current stamina: 0
Edit: I fixed it by adding the condition "Subject.GetActorValue(Stamina) >= (insert value here)" to the effects column of the EditorID named "cooldown" under spells.
I'll explain the logic of how the mod works just in case you wanna troubleshoot something wrong on your end.
Basically, the mod fits the player into a reference alias.
In this alias, your keybind is registered for a "key press" event.
When you press that particular key, I put the alias into an "empty state" so it stops listening for more key presses. This implementation is much more performance friendly.
Then the alias check if the player doesn't have this graphvariable - "BisAbl". This essentially means the player Isn't currently performing special attack.
If this is true, the alias casts a spell which is the "cooldown spell record". I used this spell to listen for unique ash item keywords, and ensure the player has the relevant weapon equipped, and the resource requirement (aka magicka, stamina, etc).
If this is all true, the unique magic effect triggers and applies a perk to the player.
The idle record (aka the special attack ) only plays if it can see this perk on the player. The alias then removes the perk from the player.
Then the alias returns the default state, ready to listen for more key presses.
So lets say, you're still spamming your key when it returns to the default state (and the special attack is still playing), it quickly goes back to the empty state, and the condition (doesn't have this graphvariable "BisAbl") will be false and nothing will happen.
Took many days of mad scrambling and hard work, but got there in the end :)
Edit: AHH, i think know what happened, i think i forgot to put the respective resource requirements on the individual magic effect requirements lool. I only did it for the weapon ashes i was testing lool. Thanks for pointing this out.
Edit2: All done now. Everything should be working well.
The first two categories you'll be lucky to find at merchants, but they won't have them in massive amounts like they produce it.
The rare ones you'll most likely find in dungeons, whilst the rarest are only found from boss loots.
Its important to check that the leveled list changes i made aren't being overwritten by your load order. A quick load of your mod list in SSEedit can make this clear. Cuz i believe someone who said he uses Legacy of the Dragonborn had minor, leveled list conflicts.
Perhaps someone who is good at designing in-depth leveled lists can polish the loot dynamics of this version. I mainly wanted to make the special attacks performance friendly, and feel satisfying with unique cost and requirements.
My main priority is working on a dragon mod, but once i'm done, if no one has taken up the mantle, i'll pour in time to flesh out the leveled list system, and find an implementation that eliminates any chance of conflicts (i.e., either through perks or SPID)
in your requirement when you say "Nemesis" do you are talking about Project New Reign - Nemesis PCEA ?
Not sure if its the same as the one you linked.
Anyway, thanks for your work, to you and GildyBoye!
I have an issue where the damage is way too high, is there any way to configure the damage to be lower?
It's only specifically with this mod.
Thanks~
would be awesome if you add some more elements like other skyrim elements into the mod.. like frost or light magic for undead killing.. maybe poison too!
run nemesis/fnis and tick the additional attack patch and youre good to go!