Q1: Why can I multi-jump, but I don't see animations, effects or sounds? A1: You are most likely using a mod that modifies vanilla jump behaviors in a disruptive way. Examples include Jumping Attack and Combat Gameplay Overhaul (any version that adds jump attacks). There is currently no solution other than disabling those mods. The author of Jumping Attack is remaking that mod and will hopefully find an implementation that doesn't disrupt vanilla jump mechanics.
Q2: Why can I see animations, effects and sounds, but I can't multi-jump? A2: It sounds like you might not have Better Jumping installed, or that you are somehow overwriting my better jumping config file. Make sure BetterJumpingSE.txt from this mod is loaded last.
Q3: I don't like the visuals, can I disable them? A3: The mod is intended to present a cohesive audiovisual-gameplay experience. But I recognize that modding is highly individualistic, so I am working to provide customization options. Currently, the MCM allows you to disable the hit shaders and hit art. If you want some effects but not others, simply delete/rename the effect NIFs included in this mod's archive. I will add more granular controls in the future. For now, if you want to remove the shimmer effect, just delete/rename magicaljumping_spellhiteffect.nif.
Q4: Can you provide different colors? A4: I will consider adding additional themes in the future. Or I will ensure that all visual effect NIFs are exposed so users can change them.
Q5: I don't like the sounds, can I disable them? A5: Currently no. They are part of the overall experience, but I will likely add more customization options in the future.
Q6: For some reason I'm still able to multi-jump after the effects have worn off, what gives? A6: Some of this mod's features rely on Papyrus scripting. It's possible things may get out of sync. Enter the MCM and toggle lore-friendly mode off and then on again. Close the MCM. The effect should be quickly applied and removed, resetting your character's state. If you experience this problem, please create a bug report detailing what you were doing in game (e.g., going to sleep, resting, opening/closing containers, triggering an activator, opening a menu, loading the game, etc.) so I can try and recreate the situation and create an error check to prevent desync.
Q7: I have an awesome idea for your mod, would you like to hear it? A7: Absolutely! I will consider all good faith suggestions. I can't promise that I can make them work, but I like the challenge.
Hello, I don't know if it's normal or not, but I am stuck in multi jump mode even without the ring or spell active. Is this how the mod is supposed to work? Thank you kindly.
The MCM has a gameplay page with an option for lore-friendly mode. If that option is toggled off your character will have unlimited magical jumping power.
It's also possible the game glitched and the magic effect isn't being removed properly. Just toggle the lore-friendly option off and on to reset your character.
I toggled it on and off a few times and I am now stuck in a way that my character cant turn or move at all, no jump, space bar key unresponsive. I decided to leave it as it was, its not bugged but I still have the 3 jumps. Its so curious, is it supposed to do that ? Thank you
Having trouble getting the animations to play when I have a weapon drawn. I've been testing on a clean save, I don't have Jumping Attack or Combat Gameplay Overhaul and everything works perfectly when weapons are sheathed. I would appreciate any assistance with this.
Sorry you are having trouble. My best guess, as you anticipated, is that you have a behavior mod, like JA or CGO. To be sure that isn't a problem, check your Nemesis/Pandora patch list for anything jump related. Uncheck the patch, run the patcher, deploy your mods and test in game. You may also paste your patch list here so I can check as well, but please use spoiler tags like this: [spoiler]Hidden Content[/spoiler]
Managed to fix it, this is an odd one but if I change the jump button from A to Y on gamepad the animations won't play while a weapon is unsheathed, when I changed controls back to default suddenly the animation works.
For everyone with the animation not working problem even while you can multi-jumping
Step 1: Press Shift + O to open OAR Step 2: Press the “User Mode” option at the top Step 3: Open the Magical Jumping tab Step 4: Enable the "Jump 1" and "Magical Jump1" checkboxes
The videos show Adri's Progressive Sprint. It adds a sprint startup behavior and animation through behavior edits. I don't believe that mod is currently supported or otherwise available.
You can also try Dynamic Sprint, which has a sprint startup animation. It works by swapping the sprint animation through BDI instead of through hard behavior edits. I have transitioned over to using Dynamic Sprint instead of Progressive Sprint.
Even if I set the stamina magicka consumption to 0 use the TGM cheat or disable lore mode,the mod keeps consuming stamina how to stop it? Also what are the default keys for blink and jump attacks?
I'm not sure why your stamina settings aren't working. It could be something wrong with your savefile. Try on a new game.
You should be able to set all things through the MCM. You can also do it manually by typing "set XXX to 0" in the console. Use the following variables in place of XXX:
You could also searching for those variables in your savefile using Resaver and changing them that way.
There are no default keys. You must set them through the MCM or manually by editing the INI files outside of the game. Please note that several keys require a restart in order for the dTry KeyUtil plugin to be reinitialized with the correct key settings.
Hello - thank you for doing magical jump mod. This has been fun for me.
I tried to install this mod to get the effect of random jump animation, but I don't get the random effect for some reason. I am using OAR and I can see MagicalJump1/2/3/4.
I'm not sure I completely understand your problem. Please answer a few questions to help me.
1.) With both Magical Jumping and this addon installed, are you able to perform the sequence of three magical jumps, each jump having a different animation? 2.) Does each jump in the sequence play the appropriate animation and visual effect? See the videos for reference. 3.) Does the first jump in the sequence vary between the four random animations provided by this addon?
For your information, this addon simply changes the first jump in the sequence to play one of four random jump animations (it also includes four random falling and landing animations). This addon does not include random jump animations for the second and third jump in the magical jump sequence. In other words, with MJ and this addon, the first jump in the sequence will be chosen at random while the second jump and the third jump will always look the same.
1) Yes. I am able to do 3 magical jumps 2) Yes. I am able to see multiple jump in sequence. 3) No. I cannot see the first jump vary between four random animations.
I also noticed in this video (https://www.nexusmods.com/skyrimspecialedition/mods/90780/?tab=videos&jump_to_comment=133783295#lg=2&slide=0), I can also do flipping (@1:54), but never seen rolling (@1:12) or flip backward (@2:04).
The side roll is actually a jump fail animation when attempting to triple jump after casting an apprentice- or adept-level Magical Jump spell.
The backward flip is tied to a special air attack. To do the air attack, you need to first cast the master-level Magical Jump spell (or cheat by disabling lore-friendly mode in the MCM). Then after at least one jump, hold your set air attack hotkey and perform a second (or third) jump.
As for the random jumps, I'm not sure what your problem might be. The first jumps in the sequence should be selected at random by OAR. The jumps are very similar in appearance so it might be hard to visually discern a difference.
In any case, I have a new version of Magical Jumping (and this addon) that is almost ready for release. I have restructured the OAR folders to make them much more compact and to take advantage of OAR's variant feature for randomly selecting among a set of animations. I hope that will help you in the near future.
Dumb question. but how do i activate the double jump? (Im new to skyrim) i wore the ring and all the effects are there but i was expecting that if i press space twice itll double jump but somehow it doesnt.
Welcome to your new obsession. And thanks for downloading!
The most important things for setting up mods include 1) Download and install all the requirements that match your version of the game. This means SE game require SE mods. But you need to also pay attention to version number. 2) Sort the order of requirements properly. Note: there are two different sort orders: A) Resource file load order (i.e., the resource files, like configs, models, textures and sounds the game will use) B) Plugin load order (i.e., the plugin that will win in a conflict when editing the same game database record) 3) Follow any special instructions for a mod, including editing a config file or running Nemesis engine. 4) Repeat the above for all sub-requirements (requirements of requirements).
You can see the main Magical Jumping page here, which lists all the requirements. There are only two tricky things with Magical Jumping installs. First, you must load Magical Jumping after Better Jumping so that MJ can override the config file provided by BJ. Second, you must run Nemesis engine and tick the Payload Interpreter patch (assuming you haven't previously installed Payload Interpreter).
After proper setup, you will wnat to configure your options and set hotkeys through the MCM. The mod is then ready to use. For testing purposes, you may enable cheats to verify that everything works. From the MCM, go to Gameplay options and disable lore-friendly mode. I also recommend going to Magicka options and setting all values to 0. Then you'll be able to jump and perform special moves freely.
Let me know if that helps, and if you have other questions/comments.
im using vortex and i load this after main mods right? why is thre 20 conflict files? also why air dash not working,i already set hotkey but when i press nothing happen at all
Yes, you need to load this addon, and any other addons, after the main Magical Jumping mod. The file conflicts arise from the addon replacing animation files from the main mod--there's no need to be concerned with that.
There's a few basic reasons why air dash may not be working. The most likely is that you are playing with lore-friendly mode on, your character does not have an alteration skill of 100 and your player character has not cast the master-level magical jump spell. To test things out, start a new game, disable lore-friendly mode in the MCM, set dash magicka consumption to 0 and set the dash threshold to 0.
When initially setting hotkeys or changing them through the MCM , you must restart the game. Also, when starting a new game, you may need to open the MCM and set the hotkeys just to make sure they are registered in the new game's save file, even if you previously set them in an existing save game (you probably won't need to restart the game at that point).
Note that practically all keyboard keys work as hotkeys, but some mouse buttons and some gamepad buttons may not work as intended. That is a limitation of dTry's KeyUtils, which Magical Jumping currently uses to implement SKSE hotkey functions.
If the above tips don't work for you, you probably have some other issue related to your installation, configuration or a mod conflict. I'll need more information to help, such as whether any other advanced moves work, if you have other mods that add hotkeys, etc. Please see the FAQ on the main Magical Jumping page for other tips and search the discussion forum there since I've already answered a lot of questions.
so ive been waiting for the smooth jumping animations version before trying magic jumping. and now that its out i downloaded it and its requirements (except for hkanno 64 blah whatever it is because its not letting me install it.) i see the effects on my character. but when i jump there is no glowing jumpy effect and every jump after the initial is the same jump. like all this mod does for me is give me triple jump. but what i want is magic glowy flippy jumps. am i doing something wrong? is it the hkanno thing? or maybe because im using AE.
Hkanno is not necessary to the operation. Make sure you run nemesis after installing payload interpreter.
Also, for some reason, the standing jumps are all the same. I can't figure out why. It is probably related to how Better Jumping works. But the jumps will change into flips as you run forward.
75 comments
Q1: Why can I multi-jump, but I don't see animations, effects or sounds?
A1: You are most likely using a mod that modifies vanilla jump behaviors in a disruptive way. Examples include Jumping Attack and Combat Gameplay Overhaul (any version that adds jump attacks). There is currently no solution other than disabling those mods. The author of Jumping Attack is remaking that mod and will hopefully find an implementation that doesn't disrupt vanilla jump mechanics.
Q2: Why can I see animations, effects and sounds, but I can't multi-jump?
A2: It sounds like you might not have Better Jumping installed, or that you are somehow overwriting my better jumping config file. Make sure BetterJumpingSE.txt from this mod is loaded last.
Q3: I don't like the visuals, can I disable them?
A3: The mod is intended to present a cohesive audiovisual-gameplay experience. But I recognize that modding is highly individualistic, so I am working to provide customization options. Currently, the MCM allows you to disable the hit shaders and hit art. If you want some effects but not others, simply delete/rename the effect NIFs included in this mod's archive. I will add more granular controls in the future. For now, if you want to remove the shimmer effect, just delete/rename magicaljumping_spellhiteffect.nif.
Q4: Can you provide different colors?
A4: I will consider adding additional themes in the future. Or I will ensure that all visual effect NIFs are exposed so users can change them.
Q5: I don't like the sounds, can I disable them?
A5: Currently no. They are part of the overall experience, but I will likely add more customization options in the future.
Q6: For some reason I'm still able to multi-jump after the effects have worn off, what gives?
A6: Some of this mod's features rely on Papyrus scripting. It's possible things may get out of sync. Enter the MCM and toggle lore-friendly mode off and then on again. Close the MCM. The effect should be quickly applied and removed, resetting your character's state. If you experience this problem, please create a bug report detailing what you were doing in game (e.g., going to sleep, resting, opening/closing containers, triggering an activator, opening a menu, loading the game, etc.) so I can try and recreate the situation and create an error check to prevent desync.
Q7: I have an awesome idea for your mod, would you like to hear it?
A7: Absolutely! I will consider all good faith suggestions. I can't promise that I can make them work, but I like the challenge.
It's also possible the game glitched and the magic effect isn't being removed properly. Just toggle the lore-friendly option off and on to reset your character.
Step 1: Press Shift + O to open OAR
Step 2: Press the “User Mode” option at the top
Step 3: Open the Magical Jumping tab
Step 4: Enable the "Jump 1" and "Magical Jump1" checkboxes
I don't know the reason they came unchecked
Awesome mod :)
But please note, if you are using this Smooth Jump Addon, Jump 1 and Magical Jump1 should be disabled.
You can also try Dynamic Sprint, which has a sprint startup animation. It works by swapping the sprint animation through BDI instead of through hard behavior edits. I have transitioned over to using Dynamic Sprint instead of Progressive Sprint.
You might also be interested in either Skyrim Motion Control or Sprint Frame Fix for a smoother sprint start. I wouldn't use both of those.
Also what are the default keys for blink and jump attacks?
You should be able to set all things through the MCM. You can also do it manually by typing "set XXX to 0" in the console. Use the following variables in place of XXX:
MJ_MCM_RingCostStam2
MJ_MCM_RingCostStam3
MJ_MCM_SpellCostStam
MJ_MCM_SpellCostStam2
MJ_MCM_SpellCostStam3
MJ_MCM_RingThresholdStam
MJ_MCM_SpellThresholdStam
You could also searching for those variables in your savefile using Resaver and changing them that way.
There are no default keys. You must set them through the MCM or manually by editing the INI files outside of the game. Please note that several keys require a restart in order for the dTry KeyUtil plugin to be reinitialized with the correct key settings.
I tried to install this mod to get the effect of random jump animation, but I don't get the random effect for some reason. I am using OAR and I can see MagicalJump1/2/3/4.
1.) With both Magical Jumping and this addon installed, are you able to perform the sequence of three magical jumps, each jump having a different animation?
2.) Does each jump in the sequence play the appropriate animation and visual effect? See the videos for reference.
3.) Does the first jump in the sequence vary between the four random animations provided by this addon?
For your information, this addon simply changes the first jump in the sequence to play one of four random jump animations (it also includes four random falling and landing animations). This addon does not include random jump animations for the second and third jump in the magical jump sequence. In other words, with MJ and this addon, the first jump in the sequence will be chosen at random while the second jump and the third jump will always look the same.
1) Yes. I am able to do 3 magical jumps
2) Yes. I am able to see multiple jump in sequence.
3) No. I cannot see the first jump vary between four random animations.
I also noticed in this video (https://www.nexusmods.com/skyrimspecialedition/mods/90780/?tab=videos&jump_to_comment=133783295#lg=2&slide=0), I can also do flipping (@1:54), but never seen rolling (@1:12) or flip backward (@2:04).
May be I misunderstand what this mod does?
The backward flip is tied to a special air attack. To do the air attack, you need to first cast the master-level Magical Jump spell (or cheat by disabling lore-friendly mode in the MCM). Then after at least one jump, hold your set air attack hotkey and perform a second (or third) jump.
As for the random jumps, I'm not sure what your problem might be. The first jumps in the sequence should be selected at random by OAR. The jumps are very similar in appearance so it might be hard to visually discern a difference.
In any case, I have a new version of Magical Jumping (and this addon) that is almost ready for release. I have restructured the OAR folders to make them much more compact and to take advantage of OAR's variant feature for randomly selecting among a set of animations. I hope that will help you in the near future.
The most important things for setting up mods include
1) Download and install all the requirements that match your version of the game. This means SE game require SE mods. But you need to also pay attention to version number.
2) Sort the order of requirements properly. Note: there are two different sort orders:
A) Resource file load order (i.e., the resource files, like configs, models, textures and sounds the game will use)
B) Plugin load order (i.e., the plugin that will win in a conflict when editing the same game database record)
3) Follow any special instructions for a mod, including editing a config file or running Nemesis engine.
4) Repeat the above for all sub-requirements (requirements of requirements).
You can see the main Magical Jumping page here, which lists all the requirements. There are only two tricky things with Magical Jumping installs. First, you must load Magical Jumping after Better Jumping so that MJ can override the config file provided by BJ. Second, you must run Nemesis engine and tick the Payload Interpreter patch (assuming you haven't previously installed Payload Interpreter).
After proper setup, you will wnat to configure your options and set hotkeys through the MCM. The mod is then ready to use. For testing purposes, you may enable cheats to verify that everything works. From the MCM, go to Gameplay options and disable lore-friendly mode. I also recommend going to Magicka options and setting all values to 0. Then you'll be able to jump and perform special moves freely.
Let me know if that helps, and if you have other questions/comments.
also why air dash not working,i already set hotkey but when i press nothing happen at all
plss help :(
There's a few basic reasons why air dash may not be working. The most likely is that you are playing with lore-friendly mode on, your character does not have an alteration skill of 100 and your player character has not cast the master-level magical jump spell. To test things out, start a new game, disable lore-friendly mode in the MCM, set dash magicka consumption to 0 and set the dash threshold to 0.
When initially setting hotkeys or changing them through the MCM , you must restart the game. Also, when starting a new game, you may need to open the MCM and set the hotkeys just to make sure they are registered in the new game's save file, even if you previously set them in an existing save game (you probably won't need to restart the game at that point).
Note that practically all keyboard keys work as hotkeys, but some mouse buttons and some gamepad buttons may not work as intended. That is a limitation of dTry's KeyUtils, which Magical Jumping currently uses to implement SKSE hotkey functions.
If the above tips don't work for you, you probably have some other issue related to your installation, configuration or a mod conflict. I'll need more information to help, such as whether any other advanced moves work, if you have other mods that add hotkeys, etc. Please see the FAQ on the main Magical Jumping page for other tips and search the discussion forum there since I've already answered a lot of questions.
yes restart the game few times already but still not working
thank you for your help...i will try the guide you tell me :)
Also, for some reason, the standing jumps are all the same. I can't figure out why. It is probably related to how Better Jumping works. But the jumps will change into flips as you run forward.
Let me know if that helps.