[TLDR] although the horizontal attack beam is working as intended, i still have a problem with vertical casting . i'm guessing that's because i'm using separate power attack (maybe), or maybe because i modified my gamepad settings (still not sure) so i can't do vertical beam attack (thumbstick forward, back, even with keyboard W and S) i noticed that the author did not touch the vertical as he said, i think this could be a wise decision because some of animation mod with power attack does vertical slash (maybe) sorry for my rambling,
for anyone who struggle and have a similliar problem with me, and also wanted to use it with vertical (with forward button) normal attack, then just add this following lines to the toml file provided within the mod
Was the same with me so I took a closer look (dont know what im doing) and just did this. Also I'm using "Elden ring move set": all you need to keep lines 1-(AnimationEvent), 2-(HasWeaponType) and 3-(WeaponEspName) lines the same with the rest of the code in the "toml" and copy the rest.
There's a little typo in the following lines: "Animatijavascript-event-stripped "weaponswing" " "HasWeapjavascript-event-stripped -1 # does not care what esp it belongs to Weapjavascript-event-stripped "Dragonborn.esm" "
Sometimes, the comment confuses the equal sign, therefore,
as this fix is pretty much a necessity for anyone that uses MCO mod, which this mod is directly seeking to address, i believe it should be added to the base file itself. or at least give an optional file that also adds vertical projectiles.
Hey sorry man I didn't saw your comment. Is it possible for you to use OAR (Open animation replacer) since with OAR you can set a lot of condition in the game. while you are in the game you can set condition by pressing Shift+O. And I just want to ask Bloodskal Blade - Tweaks and Enhancements got updated so does this mod need update too?
Vertical attack only work in 1st person for me, well i don't care about that since i downloaded this mod just to pass the quest, but i also found something interesting, if i do side attack with this mod and press RC to do power attack (I'm using one click power attack), the sword send a cross beam (one for the normal attack and the other for the PA), they do double dmg + the dmg from the power attack, but i need to do that fast (Q or D + LC then RC right after), with the one click power attack the normal attack will be canceled and only the power attack will be executed along side the cross beams.
Sorry for the late reply! My real life's been a mess and I haven't got the time for Skyrim and Nexus for the past months. I haven't been able to check but afiak there's no need to update because the spells IDs that I use in this mod are not changed.
Sorry I've been stuck with real life stuff for a really looooong time and didn't watch the comments. Are your MCO and dTry's Key Utils working correctly?
Hi, sorry I didn't check here again. IsEquippedRightFormID = 0x01AEA4 can stay this way, you don't need to change x to 4, the plugin need to check its load order on its own. My setup is:
Attack_DXP.esp keytrace.esp Bloodskal Blade - Tweaks and Enhancements.esp Dynamic Animation Casting NG (no esp load order) this mod
Sorry I reply late, I've been busy with my work and haven't checked my mod pages for quite some time. I haven't been able to recreate or find the culprit of the flicker problem, but I'm guessing it could be a conflict between the ini I write and some popular UI mod. Once I find out why I'll upload the solution patch here. Thanks for the information :)
Sorry I've been stuck with real life stuff for a really looooong time and didn't watch the comments. If Simonrim's Artificer modifies Bloodskal beam strikes' IDs then yes it needs a patch, you have to edit the toml to make it look for Simonrim's strikes instead of mine.
First off, thanks for making this mod. It saved my playthrough when I picked up the bloodskal blade and couldn't get out of the room without the skill.
Third, I'm using MCO, Valhalla, and True Directional Movement (TDM), and I had to use the .toml file edits listed here in the posts to get both the horizontal and vertical attack beams to work in my playthrough. So, I guess that makes this mod a patch for bloodskaal blades tweaks and those mods. I'll have to tinker some more to figure out the details.
Hello good sir I have something to share regarding this mod.
You see, I've been using this mod Imbued Weapons Special Edition at the same time using ADXP/MCO. somehow, I was able to do horizontal beam attack, but not the vertical beam attack. This mod works perfectly fine with the Bloodskal Blade but other weapons that I imbued with beam attack similar to Bloodskal Blade can't perform vertical beam attack. Is a patch required to have Imbued Weapons mod works with this mod or no? (Sorry for my broken English I tried my best T-T)
Sorry I've been stuck with real life stuff for a really looooong time and didn't watch the comments. I hope you have sorted your problems out. This mod only works with Bloodskal Blade, if you want your other weapons to do the same, you need to go to sseedit, find the spell IDs of the beam strikes, and write a new toml with these data. I don't have access to a computer recently, if you have difficulty using sseedit or writing a toml, you can leave a comment or pm me, we can discuss it through screenshots which should be easier than words :)
82 comments
[TLDR]
although the horizontal attack beam is working as intended, i still have a problem with vertical casting .
i'm guessing that's because i'm using separate power attack (maybe), or maybe because i modified my gamepad settings (still not sure) so i can't do vertical beam attack (thumbstick forward, back, even with keyboard W and S)
i noticed that the author did not touch the vertical as he said, i think this could be a wise decision because some of animation mod with power attack does vertical slash (maybe)
sorry for my rambling,
for anyone who struggle and have a similliar problem with me, and also wanted to use it with vertical (with forward button) normal attack, then just add this following lines to the toml file provided within the mod
[[event]]
AnimationEvent = "weaponswing"
HasRaceFormID = -1
RaceEspName = ""
HasActorFormID = -1
ActorEspName = ""
IsEquippedRightFormID = 0x01AEA4
IsEquippedLeftFormID = -1
HasWeaponType = -1 # does not care what esp it belongs to
WeaponEspName = "Dragonborn.esm"
HasEffectFormID = 0x801
EffectEspName = "Keytrace.esp"
HasKeywordFormID = -1
KeywordEspName = ""
SpellFormIDs = [0x905]
SpellEspName = "Bloodskal Blade - Tweaks and Enhancements.esp"
TargetCaster = false
HealthCost = 0.00
StaminaCost = 0.00
MagickaCost = 50.00
Cooldown = 3
Was the same with me so I took a closer look (dont know what im doing) and just did this. Also I'm using "Elden ring move set":
all you need to keep lines 1-(AnimationEvent), 2-(HasWeaponType) and 3-(WeaponEspName) lines the same with the rest of the code in the "toml" and copy the rest.
[[event]]
1-AnimationEvent = "weaponswing"
HasRaceFormID = -1
RaceEspName = ""
HasActorFormID = -1
ActorEspName = ""
IsEquippedRightFormID = 0x01AEA4
IsEquippedLeftFormID = -1
2-HasWeaponType = -1 # does not care what esp it belongs to
3-WeaponEspName = "Dragonborn.esm"
HasEffectFormID = 0x801
EffectEspName = "Keytrace.esp"
HasKeywordFormID = -1
KeywordEspName = ""
SpellFormIDs = [0x905]
SpellEspName = "Bloodskal Blade - Tweaks and Enhancements.esp"
TargetCaster = false
HealthCost = 0.00
StaminaCost = 0.00
MagickaCost = 50.00
Cooldown = 3
for some reason it changes those 3 lines to event-stripped on nexis and idky :/
Worked like a charm
[[event]]
AnimationEvent = "weaponswing"
HasRaceFormID = -1
RaceEspName = ""
HasActorFormID = -1
ActorEspName = ""
IsEquippedRightFormID = 0x01AEA4
IsEquippedLeftFormID = -1
HasWeaponType = -1 # does not care what esp it belongs to
WeaponEspName = "Dragonborn.esm"
HasEffectFormID = 0x801
EffectEspName = "Keytrace.esp"
HasKeywordFormID = -1
KeywordEspName = ""
SpellFormIDs = [0x905]
SpellEspName = "Bloodskal Blade - Tweaks and Enhancements.esp"
TargetCaster = false
HealthCost = 0.00
StaminaCost = 0.00
MagickaCost = 50.00
Cooldown = 3
"Animatijavascript-event-stripped "weaponswing" "
"HasWeapjavascript-event-stripped -1 # does not care what esp it belongs to
Weapjavascript-event-stripped "Dragonborn.esm" "
Sometimes, the comment confuses the equal sign, therefore,
[[event]]
AnimationEvent (insert equals sign) "weaponswing"
HasRaceFormID = -1
RaceEspName = ""
HasActorFormID = -1
ActorEspName = ""
IsEquippedRightFormID = 0x01AEA4
IsEquippedLeftFormID = -1
HasWeaponType (insert equals sign) -1 # does not care what esp it belongs to
WeaponEspName (insert equals sign) "Dragonborn.esm"
HasEffectFormID = 0x801
EffectEspName = "Keytrace.esp"
HasKeywordFormID = -1
KeywordEspName = ""
SpellFormIDs = [0x905]
SpellEspName = "Bloodskal Blade - Tweaks and Enhancements.esp"
TargetCaster = false
HealthCost = 0.00
StaminaCost = 0.00
MagickaCost = 50.00
Cooldown = 3
should IsEquippedRightFormID = 0x01AEA4 read as 0401AEA4 (the item id?) if i know the load order of dragonborn esp? or what
im curious to know ur setup for it to work properly but for a lot of us, it isnt
Attack_DXP.esp
keytrace.esp
Bloodskal Blade - Tweaks and Enhancements.esp
Dynamic Animation Casting NG (no esp load order)
this mod
Edit: Problem this mod cause flicker Magicka Bar as reported in the bug section not sure how to fix it though. happens when normal attacking
Second, there is an update to dTry's Key Utils for Anniversary Edition (1.6.640), along with some other utilities at the link posted.
Third, I'm using MCO, Valhalla, and True Directional Movement (TDM), and I had to use the .toml file edits listed here in the posts to get both the horizontal and vertical attack beams to work in my playthrough. So, I guess that makes this mod a patch for bloodskaal blades tweaks and those mods. I'll have to tinker some more to figure out the details.
Seriously, good job.
You see, I've been using this mod Imbued Weapons Special Edition at the same time using ADXP/MCO. somehow, I was able to do horizontal beam attack, but not the vertical beam attack.
This mod works perfectly fine with the Bloodskal Blade but other weapons that I imbued with beam attack similar to Bloodskal Blade can't perform vertical beam attack. Is a patch required to have Imbued Weapons mod works with this mod or no?
(Sorry for my broken English I tried my best T-T)