Skyrim Special Edition

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ArcEarth

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Erthanese

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83 comments

  1. sumefia
    sumefia
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    Love this mod!
  2. MightyFister
    MightyFister
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    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)
    1. Erthanese
      Erthanese
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      GOG can be tricky for SKSE plugins… I can’t test it myself >_<
    2. Dellaster
      Dellaster
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      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).
  3. kotetu1123
    kotetu1123
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    Where can I get the staff casting animation used in your video?
    1. 4bon
      4bon
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      I think that it's this
      https://www.nexusmods.com/skyrimspecialedition/mods/71110
  4. SkrubLorded
    SkrubLorded
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    nevermind i put the comment in the wrong mod page
  5. mdesanta777
    mdesanta777
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    I'd like to have the staff be two handed and cast from either ends, exactly like how you have two hands can can cast from either one, or dual cast.
  6. Keros8
    Keros8
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    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 
  7. dahoom
    dahoom
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    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.
  8. jedp15
    jedp15
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    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.
  9. renatornt2821
    renatornt2821
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    Is there a way to make human/elf NPCs use the combination of weapons and spells of this Mod? 
    1. Erthanese
      Erthanese
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      Should be possible using a SPID file, I’ll add it when I got some time 
    2. Iluminox26
      Iluminox26
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      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.  
    3. hoangdai94
      hoangdai94
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      Sounds interesting, would love to see enemy NPC can use this awesome technique !  
  10. crossbowburrito
    crossbowburrito
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    I might be dumb but how do you disenchant a staff? i go to any enchanting table it doesnt have the option.
    1. crossbowburrito
      crossbowburrito
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      I ended up using console playerenchantobject and the MGEF