Skyrim Special Edition
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Tonthor

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Tonthor

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About this mod

Just added Darenii Spell packs and Mysticism spells to the Dragon Age Staff Animation Mod. Includes a rework of the spell sets. Also added actual support for custom spell set and some very needed explanations on how to use it in the form of comments in the .ini

Requirements
Permissions and credits
Changelogs
Hi, any of you ever been annoyed by how vague  Shepiao's exeptional ADXP | MCO Dragon Age Staff Animation mod was on the topic of adding spell sets?

Me too, therefore I decided to look into it, and oh boy did I look into it. As a matter of fact, I looked into it so much, I decided it's probably better to make an actual mod.

Features
  • Reworked Payload Interpreter annotation into a more coherent format, and included explanation in the .ini file on how to actually use the custom Stone of the Fade
  • Added annotations to the animations that are meant for the custom/blank spell set
  • Added spell support for All of Darenii's spell packs, with the exception of Necrotic and Inquisition as those don't have any attack spells
  • Added Poison and Sun spell types from Mysticism and reworked Shock, Fire and Ice spell sets with Mysticism spells
  • Added 16 new fade stones to go with the new spells (Yes this means this mod comes with a total of 19 + 1 spell sets for you to use)
  • Converted the mod to OAR format
  • Changed OAR conditions to use the WeapTypeBladestaff Keyword from the Bladestaff of Skyrim mod instead of any 2hAxe or 2hMace
  • Magicka requirements and cost for all spells (I think on the original mod this was only a patch) This was done to make the moveset have a more logical integration into the game, it's a little awkward to run around casting master spells as a lvl 1 character in my opinion (You can edit or turn it off  in the ini file however)

Moveset rework
As part of adding new spells I wanted to come up with a moveset that feels coherent, trying to match spells to animation as best as possible while also keeping the moveset usable. I managed to have all the spell sets be the same (With the notable exception of the Water spells from Natura as they are missing a storm type master spell). I left the old spells sets deactivated in the ini file, feel free to restore them if you like them better.

An overview:
NA 1 - NA 4      -> Apprentice Bolt Spell (Fire Bolt, Ice Spike etc.)
NA 5 -> Apprentice Rune Spell
PA 1 - PA 2       -> Adept Splash Spell (Fire Ball, Ice Storm etc.)
PA 3  -> Expert Bolt Spell (Incinerate, Icy Spear, etc.)
PA 4  -> Master Splash Spell (Immolate, Throat of the World, Finger of the Mountain, and the Equivalents in Darenii's packs)
PA 5  -> Master Storm Spell (Fire Storm, Blizzard, etc.)
PA 5.5       -> Cloak Activation
PA 6  -> Expert Rune Spell
PA 7  -> Element Appropriate Conjuration

I have not changed the animations themselves, so the Video on the Original page still gives you the full overview of the Animations and Combo's

Add your own spells
As mentioned the Blank Stone of the Fade has been reworked, I added annotation to the animations an left a dummy config with explanations at the top of the ini file.

If you want to add your own additional spell set you will need to know and understand the following:
  • Adding annotations to .hkx files
  • How Payload interpreter instruction work
  • How to get and use formID's, this includes how to mask them. (You know the funny 0X or 0X0 you see at the start of them sometimes)
  • How OAR works

FAQ
Using questions from the Original mod until I have some of my own

Q: Vanilla Staves?
A: No clue How I would do that, so no.

Q: Where ADXP|MCO?
A: Distar moved it to their own website.

Q: Bladestaff 1h?
A: Dunno try it out, animation look for the keyword now, might actually work, no guarantees from me though.

Q: NPC's?
A: Not my cup of tea, as far as I read the animations were SCAR patched, I just copied and pasted them, and then did my stuff to them so if it worked before it should work now. No clue how npc's react to the Magicka requirements though, so indulge responsibly.

Q: My attacks cost Magicka and stamina now?
A: Valhalla Combat will do that to you in every case, other mods that fiddle with attack stamina might too. Turn of attack stamina feature in your combat mods if you dislike.

Q: Make MCM so I don't need to type weird stuff into a file...?
A: I don't know how to make an MCM, and I personally will not be needing an MCM, so I probably wont look into making it.

Q: Can you do X spell mod next?
A: If I use X spell mod in my next mod list I will, until then try it yourself or wait.

Q: I Downloaded your mod and your Stones of Fade don't work?
A: Please make sure you are using v1.2 I forgot to update some refs after ESLifying the pluging.

Q: Can you make coaptibility patch for X mod that also expands the DASAnimations?
A: I will look into it, no guarantees though. Creating a Patch for yourself consists of Making sure the Payload Interpreter Instruction names don't overlap with the other mod, and adding the Spells sets to the DAstaff.ini and new folders to OAR that contain the Aimation files.


Credits
Shepiao for the original mod, the animations, and making this possible in the first place.
SimonMagus and their team for SimonRim
Darenii for their spell packs
Distar for A DXP|MCO and the Animation annotation tutorial that I needed to make this
ElminsterAU for xEdit
Ershin for OAR
dTry for Payload Interpreter