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rob18

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rob18

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About this mod

Use MCO's weaponart attacks to cast Stone, Water, Wind and Poison fire and forget spells from the Natura spellpack

Requirements
Permissions and credits
Changelogs
Simple MCO Weaponcasting mods
Simple MCO Weaponart - Vanilla Spells
Simple MCO Weaponart - Natura
Simple MCO Weaponart - Darenii corruption pack - Abyss, Bloodmoon, Desecration, Flames of Coldharbour, Necrom


Simple MCO Weaponart casting allows you to cast some offensive fire & forget spells using the Weaponart feature of MCO. This mod covers nature spells from Natura by Darenii

Once you have learnt one of these spells, you will be able to able to craft a Sigil for that spell at the smithing forge. Simply equip the sigil (they use slot 59) and then cast the spell by activating the MCO weaponart attack - by default do this by holding left and right power attacks together, but if you use One Click Power Attack you can set a key/modifier for the Dual Power Attack which will activate this. 

Once you have a Sigil for a particular spell in your inventory it will disappear from the smithing menu, to keep that list a bit cleaner and avoid you accidently creating multiples (they weigh nothing and are worth only 1 septim anyway)

The Sigils can of course be favourited and assigned hotkeys, to allow quick swapping between them in combat also.



Requirements
Attack - MCO|DXP (and it's requirements, but it you're this far you should already be familiar with switching combat to MCO)
Open Animation Replacer (this is the place to note that I have built the mod to work with OAR and not DAR, incase you haven't made the switch and you wonder why the mod isn't working)






Spells covered

Stone Throw
Stone Shattering
Stone Fall
Water Bolt
Water Ball
Water Wave
Wind Gust
Wind Swirl
Wind Blade
Bug Missile
Bug Bomb
Bug Swarm

Like the vanilla version, I've avoided including any Runes and Master spells (as I think their flavour suits more time and concentration behind their casting), and any self targeting spells for now. But if people ask I could expand the spells covered.



Cost
If you're familiar with payload interpreter you know that the spell cost activated in animations is defined in it's ini file. I have set the cost of all these spells to 50% of their starting base cost. I chose this because many major perk overhauls (and vanilla) include a perk for half spell cost, and if you're using these spells it makes sense you'd have taken this perk - up to you to police yourself for that, or not. The spells also won't benefit from gear that reduces casting cost, so that's a trade off with the convenience. 

In any case if you want to change the costs to balance with your own game setups, you can edit the individual costs yourself in SKSE\PayloadInterpreter\Config\SWA-Natura.ini, by changing the values in the last two columns next to each spell.



Compatibility
Obviously would clash with other animation packs providing weaponart attacks. If you have such a moveset and these spells aren't casting, then I encourage you to use Open Animation Replacer's in-game menu (Shift+O) to check the priorities and increase the Priority number for these in that (Simple MCO WeaponArt will appear in it's own sub menu in OAR to make it easy to edit them all once)

My MCO Weaponart casting mods will overwrite some files from each other, but this is fine, they're all the same file and the installation order doesn't matter - you may need to make sure you have updated each mod though as the conditions for spell failure will need to be updated to include additional ESLs.



Credits
Distar for MCO-ADXP and also for like two years ago (he won't remember) showing me just enough of blender so that I could produce these very humble anims
dTry for Payload Interpreter
Ershin for Open Animation Replacer
Darenii for Natura
Fishbiter's Spherical SoulGems, because I needed a menu image of the Sigils, even though they don't appear on the character model, and this was a neat one.