Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Tommas666

Uploaded by

tommas666

Virus scan

Safe to use

Tags for this mod

About this mod

LITE version of Just Cast It, introducing Spell Interrupt functionality for Player and NPCs using SPID.

Requirements
Permissions and credits
Changelogs
Social Links: Youtube Channel - Twitch - My Mods


Mod Versions: Skyrim LE - Skyrim SE - Enderal - Enderal SE


So, this mod introduces the mechanic of spell Interruption. When you "Hold" your spell "Ready" to cast, there is a chance the magic will bounce, or overflow, creating a harmless explosion of colour, and making the caster loose the charged magicka.

Yes, I know there are other mods that do this, but not in the same way, I do not want to compare them, because the implementation is not the same.

This is the LITE version of my mod  Just Cast It - Magic Rebound.
Version Difference:
- No rebounds/Overflow, just the Interrupt mechanic with the colour explosion
- No MCM. I will be adding this on a future version, but as the mod is now there are simply not enough options for an MCM to be needed.

Version Similarities:
- The chances of Interrupt depends not only on the level on the School of Magic you are trying to use, but on the level of the spell you are casting.
- Same Formula for chance of interruption.
- Works for NPCs if you use SPID


How it works
Each time you charge a spell for casting, you will have a check to see if you manage to maintain the spell up.

Concentration Spells:
* The moment it is casted there is only ONE check (per hand), if passed, you can cast the spell normally, and it will not be interrupted.
* The mod will not make another interrupt check until you recast the spell.

Other Spells:
* Once you finish charging the spell and it is ready to be casted, you will get the first check.
* After the first check and every Random Time(2 - 4 seconds + 0.5 seconds per cycle) another check will be made. This means, that assuming you have bad luck and you always get the min Random Time of 2 Seconds, Every check will accumulate 0.5 more seconds, so it will take more and more time to check again the more you concentrate on the spell.
* The accumulated time resets every time you recast the spell (Each hand had it's own separated Accumulated Time)


Loosing the check
If your Skill is too low, or the level of the Spell is too high (Destruction 15, casting Master Destruction Spell for example). Your chances of Loosing the cast is very high.
After you loose the check, you will loose your concentration and the Magicka that was charged.
If you loose the check for ANY hand, you will loose BOTH castings if they were already being charged, and the accumulated Magicka of BOTH spells.
If you were only charging one hand, then you loose only that spell's Magicka.


***** VERY IMPORTANT *****
For this to work on NPCs you need the mod Spell Perk Item Distributor. There is a ini file packed with the mod, that, when Spell Perk Item Distributor mod is active, will distribute my spell to all NPCs. This is to avoid checking constantly if there are enemies and attaching the spell on the fly.
With Spell Perk Item Distributor, my scripts only run when they need to, if nobody is casting anything, my scripts will not be doing anything.
They only run when an NPC is loaded, to check what spells it have equipped, and then it does nothing until a spell is casted.


Recommendations:
Armor Affects Casting - Adds a debuff to ALL the Magic SKILLS when wearing Armor, which interacts with my mod's checks as if you effectively have less Skill on the Magic Schools, triggering Fails/Rebound/Overflows more often on armored mages. (you can abolish the penalty by training in your Armor Skill)

Shields Affect Casting - Same as Armor Affects Casting but for shields, can be used in conjunction with Armor Affects Casting or as a stand alone.


Compatibility
This mod does not modify anything, it just adds it's own mechanics.

All spells from mods are compatible, in the sense that they will all be interrupted, and will have the correct feedback depending on the Spell's School of Magic.

*** To make this compatible with scenes on the game, NPCs inside "Guilds" will not have their spells interrupted, to not disturb the game quests/scenes. This includes the Mages Guild. This just prevents interruptions FOR NPCS, but NOT for the PLAYER.



All my mods are always going to be free, and requests will never need a transaction, but if you would like to contribute to my xBox found I would appreciate it
https://streamelements.com/tommas2404/tip
All donations are going to be used to buy an xBox and/or xBox related accessories, so I can finally test my own mods and give better support for them, check for incompatibilities and testing the patches I make.