Skyrim Special Edition
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LokiCXXVIII

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LokiCXXVIII

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About this mod

A spell casting framework, used to cast any amount of any spell or spells on any Animation Event, given conditionals and even status costs.

Requirements
Permissions and credits
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REQUIREMENTS:
SKSE
Skyrim Special Edition .exe (Pre AE Update. Downgrade .exe is fine)
Whatever spell mod you can imagine!

INSTALLATION:
Install with your mod manager, preferably MO2.

COMPATIBILITY:
Everything...?

ABOUT:
I designed this framework for another mod I'm making, Ashes of War, but this mod is still being developed. In the meantime, I finalized the framework, tested it, fixed all the bugs (i hope), and wanted to release it for people to enjoy now. 

As for using this framework...
If you look into SKSE -> Plugins -> _DynamicAnimationCasting you will find a template.toml and a .txt list of animation events for the Character (playable races).
The template.toml should explain everything you need to know but just in case, let me give you a short rundown here;

AnimationEvent = "HitFrame"
This is the animation event we have the spells to spawn on.

HasWeaponType = 5
This is the weapon type that we want the spells to spawn on. Setting this will only allow these spells to spawn for this weapon type.
It's greatsword btw.

SpellFormIDs = [0x2FFD2, 0x7D997]
These are the list of spell Form IDs that we want to spawn on this animation event, for this weapon type.
it's Giant Stomp and Firebolt btw

TargetCaster = false
Setting this to false makes it so the spells we spawn do not target us.

MagickaCost = 10.00
One of the status costs you can do.

When you have all of this put together...

(There's no magic cost because I was in TGM and im too lazy to get new footage just please trust me)
It should look something like this in-game, and this in the .toml
[[event]]
AnimationEvent = "HitFrame"
HasRaceFormID = -1
RaceEspName = ""
HasActorFormID = -1
ActorEspName = ""
IsEquippedRightFormID = -1
IsEquippedLeftFormID = -1
HasWeaponType = 5 # does not care what esp it belongs to
WeaponEspName = ""
HasEffectFormID = -1
EffectEspName = ""
HasKeywordFormID = -1
KeywordEspName = ""
SpellFormIDs = [0x2FFD2, 0x7D997]
SpellEspName = "Skyrim.esm"
TargetCaster = false
HealthCost = 0.00
StaminaCost = 0.00
MagickaCost = 10.00


The .dll will read every .toml inside the _DynamicAnimationCasting folder regardless of name; It just has to be a .toml,
So your edits can stay separate from everyone else's.

CREDITS:
SKSE team for SKSE
Ryan for Commonlib (Invaluable)
My patrons for being patient with me

SOURCE:
Github