Been having some trouble getting anything to actually cast from the catalysts, does this mod support GOG version? (I've installed most recent versions of all requirements)
With the GOG version and latest on all requirements it seems to work correctly on my setup. I disenchanted one of the catalyst staves, added the enchantment to a quarterstaff, and was able to cast spells (e.g. fireball, sunfire) at targets. As a bonus, True Directional Movement's target lock worked for the spells, which is good since it's hard to aim a weapon swing's spell precisely.
Edit: FYI, bound weapons work correctly on GOG version as well, after allowing time for things to reset on a save game. Works with Auto Bound Weapon, too. (Animated Armory, Bound Armory Extravaganza).
I think it doesn't work with modded staffs/wands? i tried to add the enchant with playerenchantobject [staff id] [MGEF id] but both wand and modded staff didn't work. I got it working on modded weapons tho, just not the staffs or wands lol
Hello, can I disable a specific function of this mod since I just want to have the catalysts without the additional weapon shooting magic feature? I feel like the description didn't touch on that if it was a possibility.
Seems like it would be more balanced and interesting to categorize staves based on school of magic so they can only cast spells from their respective school; or maybe be only half as effective casting spells outside of their "attuned" school. And to have magnitude variations or different tiers so certain staves would be more sought after (allow greater magnitude/duration). Ex: A novice destruction stave would only allow five blasts of lightning before depleting while a legendary stave would allow 20. But to balance it, the novice stave would be far cheaper to purchase and only require a lesser soul gem to refill. Something along those lines.
Technically, you can also distribute enchantment to all staffs in the game, using SPID. This paired with other mods like "Usable Skyrim Staffs" would made Staves in to a mechanic, as oppose to being a stick we use when we are on to low level to cast stronger spells without running out of Magica and still want to explore higher level dungeon, that we then discard once we get to much weight in inventory. Also, is it possible to add SKSE .ini or MCM menu? It would be nice to be able to switch between casting from favorite menu and off hand to one or the other.
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Edit: FYI, bound weapons work correctly on GOG version as well, after allowing time for things to reset on a save game. Works with Auto Bound Weapon, too. (Animated Armory, Bound Armory Extravaganza).
https://www.nexusmods.com/skyrimspecialedition/mods/71110