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About this mod

This Mod will Replace vanilla skyrim staff and unarmed magic casting animations. If you happy to use this mod, dont forget come back to endorse me.

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Vanilla skyrim cast animations is worst, So I decide to build a new cast set. It is large project, Skyrim cast set contain and base from many cast animations group. eg:(mag, magcast, mlh, staff(left hand) mrh, staffright(right hand, and more..) and each group contain at least 4 idle animations, eg"("mag" walk fw, walk bw, run fw, run bw, "mlh" precharge, chargeloop, prepready, readyloop, release...) and some of their behavior is affecting each other between "magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idle animations" as well. However, After long time, I find a position solution that make cast idle can be look better and more smooth compatible in different state even they are affecting each other, Now the base part is done.

There is all I can do for cast animations can get best and better, maybe you will see some thing still not good or you think it can be looks better, but before you complain that I need to let you know, some rules are fixed in the vanilla behavior system, As I say their nodes are affecting each other "between magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idles.

For example, You have an idea that cast animations can looks how pretty good, But when casting spell in different state, eg: sneaking or running, Some of character body nodes will be driven by other parent nodes base on behavior setting, So no matter you how to rotate/twist it, even you already adjust the run or sneak idles to match the cast animations it will just always keep the vanilla coordinate. 

2022 update:
Fortunatety, In past couple years, dar is come out, seems we can use it to defined when to play what animations with condition setup, it may help we solve some problems/limitation for mag group.

I just try to find out any parent hkxs which are driving those cast animations, then adjust and export those action.hkx for match specific casting scenarios, and put them to specific dar folder. base on dar condition setup, specific cast scenarios will only read specific animations under specific dar folders. avoid as much as possible for any parent drive action may affect casting group.

The default bound 1hm weapon spell dar condition only contain skyrim vanilla bound sword and dagger spell, if you want those animations apply for additional bound weapon which from other spell mod, you need manully add the spell formid which should be found from relating mod esp. 

PCA - Spell Master are using dar(Dynamic Animation Replacer) to setup animations play scenarios, So DAR is required.(2022 updated)

Recommended to use with True Directional Movement or PC Head Tracking or kind of relating mod which can let your character keep facing the camera direction, because the behavious limit/parent driven, some spell idles in stance mode the facing direction may have little bit deviate from camera side, above head track mod should slightly improve the situation.

Download and use mod manger to install, simple and quick. Highy Recommended to use with my PCA - Weapon Master , If you happy to use this mod, dont forget come back to endorse my works. Thanks~

Add beathing motion for any necessary mag/staff idles.
Add master spell casting animations. 
Combine mag and staff.



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