I don't know if I commented before cause I've had this mod for a long time now, and although it doesn't overhaul Skyrim's engine spellcasting, it's a must-have addition for anyone wanting to actually PLAY spellsword without having to break animations by "holding spells" or whatever Bethesda did.🤧 A nice helping hand for 2H users specifically.
Through the hotkeys you can add passive enchantment spells, self-buff spells, and almost whatever you want...i can understand why concentration spells are a problem though. Simple to use but takes time to adapt as you need to memorize your slots.👌🏾 If ever someone makes a new G.E.M.S site this mod should be in.
It doesn't really work on my 2H, I have the power attack procs but, neither right/left normal attacks proc. I'm using CGO which has unlocked grip and, equipping a 2H will put it in your right hand and leave your left open
CGO ? I started Skyrim's modding with that one...but its clunkiness made me go for SkySA with the grip-switch separate mod for it. But when MCO started taking off, i left SkySA...was hard to leave Grip Switching; but around a year later, someone came with their own Grip Switching mod that works amazingly well with MCO. So now you can equip spells with one hand while wielding 2h weapons (apart from bows of course). You can say that i'm fully satisfied now.
So i know this doesn't help with the mod's issues on your end, but as i never used TWW with CGO, i can't much help there...🤧 As everything works on my end (apart for a few stubborn spells).
Enchantment (Beta) features aren't working for me at all now, although everything else seems to be working fine. Learned enchantments don't show up on the Enchantment List. Frustrating, as this mod was by far the best I'd come across to swap out enchantments on the fly.
EDIT: Anyone have this working on the newest Skyrim update?
I've been trying to set it so that when I shoot a bow it casts the Stardust spell from Constellation magic (https://www.nexusmods.com/skyrimspecialedition/mods/92104?tab=description) but it doesn't seem to work? It's fine with other spells but I can't get that one to work. Anybody able to offer any advice?
This mod has a lot of potential. So far it is not balanced by default, the player must make changes to balance it. The spell magnitude setting is wrongly active while the power is inactive. It also affects potion and enchantment magnitude. Using OAR to change animations when you are in the mode is very cool. I've added stylish chaos dodge but I made it only do the default dodge if I'm not in this mode, makes it feel even more like a power up transformation. I feel it would be more rewarding if the power needed to be unlocked through a quest or reaching a certain combination of warrior and mage skill levels.
Would you make a version where the power is earned? Unlock ideas: reading an elder scroll, opening a black book, touching the eye of magnus, receiving a deadric gift, reaching level X in enchanting, completing a ritual spell quest, reading the ohgma infinum, an ancient power tome at the end of a dwemer/falmer dungeon, an ayleid tome that must be translated by Urag. Many cool options. I may look into making an add on that does this in the future if you have no plans for integrating the power in the world. Please give me thoughts on this.
I would also like more config balance options: Duration and cool down, cost to stay in power (health/magicka/stamina)/s, debuffs to magic resistance/armor, cost to activate power, power activation requirements (HP/MP/SP)% min/max(e.g:can only activate while under 50%HP).
With these changes it could be made to be a powerful second phase for your character or a powerful double edged sword. It could also show the unique power and knowledge you have earned through adventures into apocrypha, interacting with powerful deadra and artifacts, mastery of the arcane arts, or more.
This mod has a lot of potential and can be integrated to make something special with the right options.
I think adding a requirement wouldn't take to long to do... like certain perks or skill level. For the rest... You probably need to script it. The mod author is pretty done with the mod.
If I could think of how to do it without issue... I would make a Custom Skill perks page for it.
Thank you for this great mod! It has completely redefined how I play the game. Spellswords before were kinda clunky for me considering that you constantly had to switch between weapons and spells. I usually would go as a pure mage but considering how this mod opens up so many options for casting without needing to switch spells between hands, I think I'll probably stay as a spellsword. Also great considering that this opens up the other half of the perk tree I never really used before. If anything, I just wish there were even more groups than 4 so I could seemlessly use even more spells. I don't know why I never have seen this one in spell recommendation videos on YT considering this one has been the biggest game changer for me. Though I do have to say that for new users I highly recommend using the MCM menu over the in-game power, way clearer to use. Thank you!
699 comments
Update version 5.0.1
Don't have much test on it, please report the issue
Thanks and enjoy it .
*Attention :
Found a bug on 5.0.0 where empyt enchantment spell will cause CTD , to avoid it just bound an enchantment on it .
If you want to switch one enchantment effect to another , you have to restart the game to make it work.
Through the hotkeys you can add passive enchantment spells, self-buff spells, and almost whatever you want...i can understand why concentration spells are a problem though.
Simple to use but takes time to adapt as you need to memorize your slots.👌🏾 If ever someone makes a new G.E.M.S site this mod should be in.
You can say that i'm fully satisfied now.
So i know this doesn't help with the mod's issues on your end, but as i never used TWW with CGO, i can't much help there...🤧
As everything works on my end (apart for a few stubborn spells).
EDIT: Anyone have this working on the newest Skyrim update?
The spell magnitude setting is wrongly active while the power is inactive. It also affects potion and enchantment magnitude.
Using OAR to change animations when you are in the mode is very cool. I've added stylish chaos dodge but I made it only do the default dodge if I'm not in this mode, makes it feel even more like a power up transformation.
I feel it would be more rewarding if the power needed to be unlocked through a quest or reaching a certain combination of warrior and mage skill levels.
Would you make a version where the power is earned?
Unlock ideas: reading an elder scroll, opening a black book, touching the eye of magnus, receiving a deadric gift, reaching level X in enchanting, completing a ritual spell quest, reading the ohgma infinum, an ancient power tome at the end of a dwemer/falmer dungeon, an ayleid tome that must be translated by Urag.
Many cool options. I may look into making an add on that does this in the future if you have no plans for integrating the power in the world.
Please give me thoughts on this.
I would also like more config balance options: Duration and cool down, cost to stay in power (health/magicka/stamina)/s, debuffs to magic resistance/armor, cost to activate power, power activation requirements (HP/MP/SP)% min/max(e.g:can only activate while under 50%HP).
With these changes it could be made to be a powerful second phase for your character or a powerful double edged sword. It could also show the unique power and knowledge you have earned through adventures into apocrypha, interacting with powerful deadra and artifacts, mastery of the arcane arts, or more.
This mod has a lot of potential and can be integrated to make something special with the right options.
If I could think of how to do it without issue... I would make a Custom Skill perks page for it.