#OSSC - Oblivion-Style Spell Casting v2.5 / 16/06/2026

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wraith delta
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Thread for any questions, suggestions and ideas for upcoming mod.

PS. It's already casting spells ๐Ÿ˜„ I'll try to post a video today, the PoC is already functional more or less (you can treat it as spell dehardcoding - it's possible to spawn any spell, with vanilla spells as well as hardcoding custom spell effects for certain custom spells)

faint geyser
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a-woooooo!

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PoC?

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So the spell dehardcoding is a part of projectile physics mod i assume, or atleast the whole projectile spawning part?

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Main thing here id like is the easy access to a method that determines a casting chance and to a magic projectile spawning method

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then e.g one can easily implement casting with.. well anything really

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can cast with your ass if you wanna

wraith delta
wraith delta
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:>

wraith delta
sick iris
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sweeet, thanks skrow! your a credit to the community

wraith delta
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Thanks, I'm trying ๐Ÿ˜„

wraith delta
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Good thing is - it does not use any of Projectile Physics files. Solely the Max Physics framework is needed

late temple
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MW getting battlemage mode before Skyrim would be helluva feat.

wraith delta
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I plan to enable NPCs to also throw spells like that

late temple
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Yeah since Oblivion, I've been waiting something like this for OpenMW, or Skyrim. Skyrim has one upcoming mod doing this, but it's been github beta stage like years now.

wraith delta
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This mod is pretty much Oblivion inspired

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Tes IV had such great ideas implemented

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And the havok havoc ๐Ÿ˜„

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Which also will be included optionally

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And staggering NPCs and actors with spellcasts ๐Ÿ‘Œ

late temple
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Skyrim has had various casting key mods, but they've all been janky as hell. Like shooting projectiles from mouth, like shouts. ๐Ÿ˜† Anyway keeping my eye on this, both eyes.

wraith delta
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Stay tuned, some beta will be released in maximum few days

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Need to stock up bugless mods to Modathon

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๐Ÿ˜„

wraith delta
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TODO:
-add missing sfx to flight of the spells
-add missing particles vfx to the spells
-add missing impact vfx (small vfx that happens on impact normally)
-create a proof of concept custom damaging spell
-make nice API for others to use for spell creation
-add missing tgm handling (now it refuses to cast if no mana and tgm is on but thatโ€™s an easy fix)
-fix persistent particles that happens with some of the spells
-make NPCs also use the quick casting (as a setting toggle)
-get a different animation for self casted spells
-optional impulse on spell impact to make items flying
-staggering NPCs and player with spellcasts (with balance in mind so probably stat/skill based)
-adjust the spell spawn area to be from the hand directly

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@faint geyser anything else I have missed ?

wraith delta
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And also Max, is there a possibility you could provide me a casting animation for self spells? Like in oblivion, not the forward cast but the casting clenched fist pointed up๐Ÿ˜

sick iris
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Man this is so exciting. A who new avenue of things to consider has opened up

wraith delta
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And also this casting will make the placing traps easier for SHOP when I get to that in the future

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Since I was thinking of many ways how it could be done, now itโ€™s gonna be a lot easier and feel more native

faint geyser
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You can also try and play existing casting anim on a left hand, it might "just work".

wraith delta
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But I am open and flexible for everything as you know

faint geyser
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Ideally something like that should be locked behind like 2 perk levels

torpid raptor
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The vanilla casting is so slow I think it could be interesting to have a faster starting casting anim but Jack the magika cost up or something

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Or yeah gate one handed casting generally behind a perk (easily acquirable) and then quicker casting behind a higher level one

wraith delta
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I was thinking more of reducing the effects by 50% with quick cast, what do you think about this?

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Or making it a slower animation, or having a stat or skill affect the cast speed maybe?

wraith delta
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Separate animation patterns for each perk level sounds wonderful, but I am really dependent on you guys with the animations ^^

gleaming nest
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For this spell I need both hands ๐Ÿ™Œ

wraith delta
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I make all my mods very modular so even if something gets introduced, there is 99% of time the way to enable/disable that in the settings

gleaming nest
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We would have the best of Morrowind, Oblivion and even Skyrim in terms of a system like that (at least how I imagine it at the moment)

wraith delta
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And I just check now and it works fine with shield equipped as well ^^

sick iris
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yeah, increasing the magicka cost effectively gates it behind skill as well as reducing the overall ability to cast regularly. having more spells cast per battle means much shorter time-to-kill without reducing effectiveness somehow.

balance is so subjective though when so many mods exist to make it easier or harder

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having a perk system tied to it would be excellent

wraith delta
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It'll take time but maybe it'll get done ๐Ÿ˜„ Cannot promise since there is so much work to do on my mods and so little time

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Sooner or later it could happen of course

faint geyser
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I think thats called a feature creep ๐Ÿ™‚

sick iris
wraith delta
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And Rosynant has made NPCs dodge

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so it's definitely possible to inject actions

wraith delta
faint geyser
spark steeple
wraith delta
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I never grasped the idea of new Interfaces so I def need to look up in your mods Max since I've seen you creating them already

sick iris
spark steeple
wraith delta
faint geyser
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Its a bit of rabbit hole

wraith delta
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I mean, the spellcasting is not tackled there

faint geyser
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Ha, mercy doesnt do it, it nopes out of spell asters

wraith delta
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it's empty but the docs said anyone can try to implement it

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I wonder if that's feasible, not on you of course

faint geyser
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Spell asters are driven by vanilka, except when they ask for mercy

faint geyser
spark steeple
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Theoretically, implementing them castign spells (not even talking about aiming) should be easier than even parrying. Switch them to spell stance, select spell,set use to non-zero

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it's the details that are tricky

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target selection

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aiming

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etc

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may get heavy quick

faint geyser
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Which spell are they selecting, when? Theres a bunch of logic to that, i.e not recasting same spell when target is already affected, spell priority, how insistant are you on casting this specific spell if they fail or target avoids them

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Tbh probably can just ask claude to dehardcode all that decision logic

spark steeple
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pfft, and where's the fun in that

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:P

faint geyser
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:3

spark steeple
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but yeah, will need proper weights etc

faint geyser
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But it certainly feels like megabloat for a quickcasting mod. Every line of code one introduces is a line of code that can break and require maintenance

spark steeple
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well, let's think about it. Say we keep vanilla behaviour. Casters in game usually know at most half a dozen spells, and cast the one with highest cost

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Makes it much easier

faint geyser
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Maybe theres a way to hack into vanilla for this, like detect when it switches to spell stance and instantly abort it after vanilla made a decision on which spell to cast and then cast that w quick casting

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Probably cursed

spark steeple
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Aiming can be done by taking actors in combat, selecting e.g. one hostile actor with highest prio and lobbing things into their general direction

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thing is - vanilla casters and archers lead their shots. Poorly

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but do

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In short -I'm glad I'm not messing with magic at the moment

faint geyser
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Like i dunno npc will be cadting chameleon on repeat cos its his highest spell, instead of blasting you w a fireball

spark steeple
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I think there are weights for combat vs non-combat

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oh, and heals

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ok, no, I'm noping out - even doing research on this is a bit too much :P

sick iris
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Fair Care has some logic about spell choice doesn't it? they can decide when to heal at least

faint geyser
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Yea imo, either straight up porting vanilla logic or not doing it at all are 2 realistic aproaches here

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Simply cos pirting can be ai-automatrd

sick iris
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the most important part is player use because thats the most fun

wraith delta
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So to force quick cast instead of vanilla cast might not be that hard to do

spark steeple
wraith delta
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Without breaking the logic

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I thought more of intercepting it right at the start of the spellcast anim

spark steeple
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ah

wraith delta
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But that doesnt make sense when I think of it now

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since the spell stance will be opened

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So it totally loses sense

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Hmmm...

faint geyser
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Well if its of any consolation in vanilla making npcs quickast in most cases will not be much advantegous to them as most casters are more or less pure casters and not spellblades

spark steeple
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eeeeeh. Well... Fireball machiegun may be a thing

wraith delta
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Which costs 0 resources since it happens on cell load once

harsh wolf
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Can't wait for the release

wraith delta
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This mod might need a rename tho I think since the scope is far beyond oblivion spell cast

wraith delta
faint geyser
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We surely can, but now we get into the bloat territory once again "its a quiccasting mod, but also it tweaks npc ai, and also dynamically gives them spells, and also maybe walks your dog!"

wraith delta
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Im leaning towards Magicka Expanded OpenMW since it really will do all of that

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custom spell, quick cast

spark steeple
wraith delta
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All of the needed parts are built in on this in terms of creating a custom spell

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So Im kinda on the crossroad here

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Which I've tried hard to disconnect Magic from Marksman and it happened since it only needs Maxs framework as base

icy citrus
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Variable casting speed?

wraith delta
icy citrus
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Coolio, I remember there was a haste mod that did weapon and maybe spells?

sick iris
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thoughts?

wraith delta
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Hey thats nice! It is kinda long animation though right? ^^

sick iris
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idk im just putting it together, i can speed it up as needed

wraith delta
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It's a lot similar like Oblivion thats lovely

sick iris
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thats the idea, those anims are very nostalgic

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but yeah let me know whats needed, speeds etc. i cant promise ill get everything you need done, i dont have a lot of free time either but ill do my best

wraith delta
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So that doesnt matter that much since it can be finetuned ^^

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Just drop anytime if there's something and I'll test it in the game (make sure to also send the animation text key list with it ^^)

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Thank you Sera

spark steeple
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I'm not rightly sure which animation pack this one is part of, but self cast like that is out there

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iirc this one is Amalexia's cast, and I kinda like dubious' one more

wraith delta
sick iris
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what text keys are needed for casting?

wraith delta
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It's up to you, I am defining them in lua, it's just not to use the vanilla names for that to avoid weird conflicts

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Not any of these

287.466675 | SpellCast: Equip Start
287.666687 | SpellCast: Equip Stop
287.666687 | IdleSpell: Start
289.266663 | IdleSpell: Stop
289.266663 | SpellCast: Unequip Start
289.466675 | SpellCast: Unequip Stop
289.533325 | SpellCast: Self Start
290.466675 | SpellCast: Self Release
291.533325 | SpellCast: Self Stop
291.600006 | SpellCast: Target Start
292.533325 | SpellCast: Target Release
293.600006 | SpellCast: Target Stop
293.666687 | SpellCast: Touch Start
294.600006 | SpellCast: Touch Release
295.666687 | SpellCast: Touch Stop
295.733337 | SpellTurnLeft: Start
296.000000 | SpellTurnLeft: Loop Start
297.066681 | SpellTurnLeft: Loop Stop
297.333344 | SpellTurnLeft: Stop
297.399994 | SpellTurnRight: Start
297.666687 | SpellTurnRight: Loop Start
298.733337 | SpellTurnRight: Loop Stop
299.000000 | SpellTurnRight: Stop
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Since these are vanilla group and keys

faint geyser
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I think anim comp has oblivion style 3rd person self casting, might even be ripped directly from oblivion

faint geyser
# sick iris

But yes rhis is pre cool, has some oblivion vibes. Wanna try something cool? Go to curves view in keyframes window, select all keyframes and in handles or interpolation submenu (dont remember which) select smooth

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It will either magically make anim megasmooth or hillariously break it

sick iris
wraith delta
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I'll give it a go soon and will drop a vid here ^^

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Thank you very very much

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Saves me a big headache for sure

sick iris
spark steeple
sick iris
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yes the latter in this case 36vehks but i can see the use, good shout. i saw that on a tutorial but the information didn't apply itself at the time

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i did manage to make it a little bit smoother than the video clip

faint geyser
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Usually gives better results with less effort compared to trying to fix everything with dozens keyframes

spark steeple
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Would've been cool if I knew that 24 hours ago :P

faint geyser
spark steeple
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I had to fix hand and arm position for the 2h sword guard animation literally frame by frame

faint geyser
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omg im sorry to hear that

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sounds like torture

spark steeple
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It's fine, it's done now todd

sick iris
wraith delta
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Dubious, I couldn't manage time-wise to check the animation today. Tommorow I'll post how it looks like

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Targetted spells are almost done - speed needs to be finetuned (haven't got to that yet) and also the light source has to be added for Poison Bolt. Other than that they work as intended ๐Ÿ™‚

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Can you imagine that it had to be hardcoded these rotations for illusion, restoration and frost spells? So the engine must do it the same way

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Since it didn't automatically pickup that from the animation of the spell files

faint geyser
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looks really cool

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i wonder whats going on with those polygons though on 2h casting ha

peak pawn
wraith delta
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would need to intercept the casting animation the same way like projectile physics to have my own version launched

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Whichโ€ฆ well, will need to be done at some point

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If we want to have fully custom spellcasts

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Ahh you mean the weird ass artefacts, I dunno, its probably from me using 1st person body awareness+reanimation+3rd person alt attacks and something gets messed up in the process

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Since my 3rd person is totally borked

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I guess its the 3rd person alt attacks since everyone says its mega bugged

wraith delta
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And when we talk about spell speed - that can be used as a balance part I guess but that needs to be discussed

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Raised mana cost and lower spell speed are the two easiest possibilities to implement for me balance wise

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So I would lean towards that but I am curious others opinions since Im not making this mod only for myself

sharp coral
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About animations when wealon ready.
Maybe, if possibile, make vanilla but "onehanded" (for touch and projectile there will be need to flip/mirror right hand to be on left side.

wraith delta
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And the best (and possible without a problem) would be choosing the animation in the settings in game

faint geyser
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oo i just realised that you prob need to account for spell absorption, or is it already accounted for?

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an reflection maybe as well?

wraith delta
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For vanilla spells it just applies the effect so it should be accounted for by the engine, Iโ€™ll check that but so far Iโ€™ve noticed that resists are indeed accounted for

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With custom ones Iโ€™d need to account for that yes

faint geyser
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I promise some people be poopyfaced cos its an "casting anim is super fast, its an unnecesary OP change" or something like that

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So be prepared

wraith delta
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Iโ€™ll experiment with animation speed

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Maybe will make it a setting

faint geyser
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It will not work with this anim, timing is just not right, if you make it twice as slow itll look stupid

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Ill try to retarget and cut mmcar for quckcasting for you later

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And also you can try running vanilla casting with left hand mask

wraith delta
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I need to first try Dubious animation for sure ๐Ÿ˜„

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I am curious of it how itโ€™ll look ingame

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But will be able to hop on some coding work after 4pm

sick iris
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yeah let me know how it goes, it was pretty quick made, i can definitely make it smoother if necessary. i dont mind if you wanna use some other one either its all good

wraith delta
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So that's default without speed changes, maybe the hand could be going lower? ^^

sick iris
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Oh yeah do to sure, I'll have a look at it later today

wraith delta
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Take your time mate โค๏ธ

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There's still work to do on this (some self and touch effects are not yet applying particles ๐Ÿ˜„ )

wraith delta
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Looking through the CS to find the light sources that are used in spells, LOL

sick iris
gleaming nest
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@wraith delta Btw, I don't know where you wanna go with the vanilla ready spell and cast system, especially with their animations. I just wanted to ask if there could be either something in the script settings or an alternate .esp (when the time comes) to maybe not effect this, independent from the implementation of the one handed quick casting.
fallchildren's third-person-alt-attacks for example changes this a lot and in a very cool way, with it's new animations and visible idle particles of the selected spell. Though currently I'm struggling to disable those features and still having everything else of the mod enabled. ๐Ÿ˜…

Im' just pointing this out, since I use the ready spell idle pose for immersion of different custom made vehicles, mimicking the player grabbing steering levers or other things of the devices.

Still looking very forward to what you might wanna do with these, I liked Oblivion's casting system the most ๐Ÿ™

wraith delta
# gleaming nest <@720216099190210620> Btw, I don't know where you wanna go with the vanilla *rea...

I am actually testing this with 3rd person alt attacks and appreciate the idle with the particles for it. It's only available in spell stance though so I would need to port that to be activated during the quick cast. Quick cast is purely optional though - you can use spell stance normal casting or the quick cast. Both work interchangeably. Although for custom spells I would need a lot more work to also be working on the normal spell stance, which involves intercepting vanilla animation during casting which is not that pleasant to do (as I know because of Projectile Physics mod which was a struggle to achieve that)

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So also vanilla players could benefit from the new spell system

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Now I am fighting with the small hit vfx appearing on the bottom of the npc rather than center. The particle works fine though and that's why it's so annoying ๐Ÿ˜›

gleaming nest
wraith delta
sick iris
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Haha that's dope! Cool Ill mess with them a bit to try to make them a bit smother but I'm pretty happy with how that turned out :D

wraith delta
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If I may making a little lower 3rd pers anim since the hand goes really high too, and the timing must be the same as the 1st person anim too to make it consistent ^^

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And big thanks, massive mod is being created thanks to you

sick iris
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Haha it will be totally worth it, you're definitely doing the most important part though
Yeah for sure. If you like th timing on that one I'll work on a final version

wraith delta
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Yeah the one with self cast 1st person feels just right, like @spark steeple says Vanillla+

spark steeple
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^ I love morrowind, I don't want to make it into another game (insert a dis of certain skyrim combat mods) I want to make it its best self ^^

icy citrus
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I'm not sure how it would work mechanically, but the way skyrim let you have a spell vfx in the hand was sweet even if the concept of weapon handedness doesn't actually track into morrowind

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but seriously between this and parry mod

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๐Ÿ˜ โค๏ธโ€๐Ÿ”ฅ

wraith delta
wraith delta
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Today's progress - beneficial and other non-damaging spells are working now. Finetuned the actual moment of activating the spell effects on Self casts ideally to match the vanilla timer. The touch/target is too fast now balance wise (self - 1.00s, touch - 0.40s, target 0.30s). All particles and sounds are now working except the flash of light on some of the launched targetted spells projectiles (trying to find out what file is it). I have implemented a crude solution that adds a small light source to the flying spells but it's not the 1:1 solution. There are still some bugs like spells not affecting objects (open/lock spells), invisibility not coming off when quick casting or the summons not having a limit (which can be a nice perk idea to be fair - to have the limit higher than 1 summon of a type) and buffs also possible to cast vanilla cast and quick cast to get 2 shield effects as an example. Some little quirks here and there to squash ๐Ÿ™‚

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The touch/target animation I'll try to slow down and we'll see if we need other animation as a must or as a choice ^^

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Mirroring vanilla animation for touch spells might be a good idea

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Having 1 separate animation for each cast type would be perfect to lessen the animation fatigue

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I truly can't wait to implement some custom spells as an example and framework for others to do

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Something like alternating cast animations (just like Reanimation) would be so cool

sharp coral
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Looking nice but little clunky - maybe because u have heavly modded game

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imo you should test mod on clean OpenMW without any mods with vanilla animations and after mod release, add additional animations pack to make them fit to another animations e.g. Morrowind Animation Overhaul Project

wraith delta
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Balmora IS and alwaysโ€™ve been performance heavy, after all

sharp coral
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I belive

sick iris
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@wraith delta here's updated quickbuff anims, for 1st and 3rd. should be a bit smoother and both are timed the same now too

wraith delta
wraith delta
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It's great, thank you again Dubious, it definitely stays and will be part of OSSC

As of work, I've now done open/lock spells to be 1:1, also invisibilty breaking is now happening correctly upon cast. Now adding API for spell stacking (which was a bug and now will be a feature on chosen spells ๐Ÿ˜„ with Perks Framework in mind :> )

wraith delta
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This one will be on hold until the method is exposed from the c++. I cannot influence the spellchance bar under the icon when casting powers. Well, no other than making my own custom icon which I don't want to do. When the method gets exposed to lua, then I will be able to call it and properly disappear the used power spellchance cast bar

wraith delta
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Disconnected Oblivion style spell casting to be a standalone mod with a new dependency - OpenMW Magicka Expanded Framework ^^ API has been created

wraith delta
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OSSC - Oblivion-Style Spell Casting v1.0 / 12/04/2026

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Oh and we won't have info about powers available from API until 0.52 according to Mads so I've decided to turn off casting powers with quick cast to avoid bugs with a nice flavor text.

swift orbit
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I will be thoroughly looking into this

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Love it so much so far

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Thank you again lol

wraith delta
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There are some bugs already, the raycast of applying touch spells is not behaving correctly sometimes and onCast enchanted items are not working too. Working on it now!

swift orbit
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Thank you so much

sick iris
wraith delta
sick iris
faint geyser
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no, no, that might be a bad idea

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this raycasts a ray every frame at activation distance (i.e distance at which character is allowed to interact with objects)

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its primarily for detecting interactable objects

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i highly doubt that spell touch range is the same as interactable object range

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and additionally you dont really need to do raycasts every frame

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its not like it will tank performance or anything, but just the intent of that script is different

spark steeple
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that'll be fine

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and the range is also in GMSTs

faint geyser
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theres no need to cast rays in spell stance

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it only needs to be cast once upon a spell release animation key

spark steeple
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Yeah, cast once also works

faint geyser
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but What i meant is that using script provided above makes no sense, as you rightfully mentioned spells have its own gmst, script above is primarily geared towards activatable objects

spark steeple
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It works as an example

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I used it to make my own raycast. But was really only useful for me cause I didn't do raycasts before

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otherwise - it's great if you want to do exactly the same thing

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but

wraith delta
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I don't see any perf or op/s impact

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after implementing it

faint geyser
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not really, raycasts are very easy to do, this script doesnt help with doing raycasts, it helps with not repeating raycasts when multiple mods want to do identical raycasts (interactable object detection raycasts) within the same frame

spark steeple
spark steeple
wraith delta
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I already know how to optimise Projectile Physics mod because of it

faint geyser
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and please do not just edit a gmst in that script and drop it in as is - nor edit that script in any other way, its intended to be a kind of shared library that detects other instances of itself in another mods and only uses the newest instance. If you edit it - some other mods relying on it might end up using your edited version and its will be absolute nightmare to debug

spark steeple
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Actually

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not finding a separate GMST for touch spells

faint geyser
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might also be hardcoded, although that be kinda strange

spark steeple
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they may really use "iMaxActivateDist"

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whch is 192 - without multipliers - that's about 6.5 ingame feet

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so roughly 1h sword range

wraith delta
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OSSC - Oblivion-Style Spell Casting v1.1 / 12/04/2026

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OSSC - Oblivion-Style Spell Casting v1.1 / 13/04/2026

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v1.1 is live on Nexus:

-fixed dead actors being afflicted by the spells
-fixed persisting orb after spell has hit any object
-fixed quickcasting with onUse and Scrolls spells
-prevented being able to cast when any window is opened
-fixed 3rd person spell spawn position to be a lot easier to handle
-integrated SharedRay from Hyacinth and pwn (fixed touch spell accuracy)
-prevented being able to quickcast spell when casting a normal spell stance animation

swift orbit
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Is there a certain option and/or load order for spell effects? They appear to not show up during self cast.

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In the second video on the mod page I don't see any of the hand effects when self healing that are present in the video. I do have 3rd person alt installed as well hmm

harsh wolf
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Strange, spell effects using the Oblivion casting style aren't appearing.

fervent sequoia
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For some reason every time I use OSSC it drains all my magicka. Then I noticed that when I use OSSC with projectiles it fires a whole bunch of them in one cast.

harsh wolf
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Now spell effects work, but Command Humanoid seems nonfunctional.

swift orbit
swift orbit
wraith delta
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Iโ€™ll troubleshoot it from the ground up then, works fine on my end (the hand vfx in 3rd peeson alt attacks is only appearing in spell stance - this will be implemented for use with quick cast), also, make the magicka expanded load first and then after load OSSC. Also, make them both load at the bottom of the list

wraith delta
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Ok, people on NexusMods found the reason. Its the SkillEvolution mod making the incompatibility. Maybe @quaint thistle will be open to make it compatible (or point me where the mistake is if its easy fix on my end)

fervent sequoia
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yeah that's what it said on my debug log ingame it was skill evolution

swift orbit
wraith delta
fervent sequoia
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no, still same problem unfortunately

quaint thistle
gleaming nest
wraith delta
gleaming nest
#

Oh and I think all mysticism and illusion spells won't spawn vfx. Wanted to test this further though. Only did with soultrap on target and paralyzeon touch yet.

wraith delta
gleaming nest
# wraith delta Havent had this issue, any animation mods are you using?

I use these:

openmw-third-person-alt-attacks (also breifly disabled it for testing, but no difference)
https://gitlab.com/fallchildren/openmw-third-person-alt-attacks

One-handed animations and idle fixes
https://www.nexusmods.com/morrowind/mods/55059

Simply Walking (Remastered)
https://www.nexusmods.com/morrowind/mods/49785

Nexus Mods :: Morrowind

Rework of 1h weapon movement and idles aiming to look more natural. Also tweaks 1h attacks and unbugs vanilla idles without making the feet slide. Only affects 3rd-person animations.

Nexus Mods :: Morrowind

Just walking animations>Optional Run Animations>Optional Weapon Sheathing Animations'NEW FIRST PERSON WEAPON SHEATHING DRAW ANIMATIONS'

wraith delta
quaint thistle
#

new version of Skill Evolution is up and should fix the compatibility issues

wraith delta
quaint thistle
#

yeah, thx for the report

#

your next update will improve on my fix, as we'll have SE's skill scaling and feat stats

faint geyser
wraith delta
faint geyser
#

what do you mean by that? Im assuming you have a single anim that you put both in xbase and xbase.1st, but that single anim was made based on some 1st person anim from the looks of it (that floating bend knees pose is how 1st person anims usually look)

#

and when you play it in 3rd person ofcourse game has no idea what kind of anim it is and whats you intention, if you tell it to play the whole thing with high priority on entier skeleton - that what it does

#

you just need to change the bone group to only do upper body

wraith delta
wraith delta
vivid musk
#

the animation does look awkward cause the arm kind of swings too far out
in oblivion it sorta like pushed forwards with the palm down
tbh should just make it fire from the center regardless because while it does look better visually it's not that practical for combat

wraith delta
#

@faint geyser do you have any contact with Fallchildren ?

wraith delta
sick iris
#

there is a third person version of the animation, so your just calling the wrong one? or was there something wrong with it?

sick iris
worldly stormBOT
#

but this may work:

                I.AnimationController.playBlendedAnimation("shield", {
                    startKey = 'block start',
                    stopKey = 'block stop',
                    priority = {
                        [anim.BONE_GROUP.LeftArm] = anim.PRIORITY.Block,
                        [anim.BONE_GROUP.Torso] = anim.PRIORITY.Block,
                        [anim.BONE_GROUP.RightArm] = anim.PRIORITY.Block,
                        [anim.BONE_GROUP.LowerBody] = anim.PRIORITY.Block,
                    },
                    autoDisable = true,
                    blendMask = anim.BLEND_MASK.LeftArm + anim.BLEND_MASK.Torso + anim.BLEND_MASK.RightArm + anim.BLEND_MASK.LowerBody,
                    speed = 2
                })

need to one-linenerize it though

sick iris
sick iris
#

e.g quickbuff and quickbuff1st

#

or something like that

wraith delta
sick iris
#

ok no worries. ill see if i can put something together and get back to you

faint geyser
faint geyser
#

all shooters in the world rn practically use weapons attached to a side of a screen and not to a middle, yet they dont have that problem

#

and yes usual solution is to emit projectile towards where the crosshair currently lands in the world, and straight ahead if crosshair looks into infinity

faint geyser
sick iris
#

ok cool ty

wraith delta
wraith delta
#

The vfx is properly applied on spellcasts to the hands without the need to have 3rd person alt attacks installed

faint geyser
#

taking anim from mcar is also not impossible, reanims were based on mcar, i just asked for permission, SVNR is very chill about it

#

but i dunno I mentioned that ill retarget when ill have time but probably will be no point in that if dubious will make a cool fresh anim

wraith delta
faint geyser
#

imo would make sense then to ensure that they are aligned with vanilla casting timings, not with the current random timings i have in that quick throw anim

faint geyser
#

I mean being fully red

wraith delta
#

The permissions

faint geyser
#

did they PK someone? haha

wraith delta
#

Vanilla cast is 1.00s so ideally the touch/target animations would also have 1.00s timer

#

The self cast from Dubious is also 1.00 so that's nice

faint geyser
#

i mean looks reasonable to me

#

althoug the part about no donation points is not that reasonable tbh

wraith delta
#

so yeah, kinda dealbreaker for me

faint geyser
#

yea i get it

sick iris
faint geyser
#

that mad cash of like 10 dollars per year is not something one would pass on

wraith delta
faint geyser
#

sweet ๐Ÿ˜„

#

one thing i noticed is that for self-cast it seems like particles are behind the palm, not in front of it

#

did something get messed up?

#

is first person view model forced to always render on top of particles even if they are added to its bone?

#

that be kinda strange

wraith delta
faint geyser
#

yea i think hand is still in front but with this pose its not that noticeable

#

and cmon those spell sounds and music ahaha

wraith delta
#

I've recorded that in 0 volume in windows, what a coincidence haha perfect fit

wraith delta
wraith delta
#

version 1.2 is live, got rid of all annoying bugs, especially aiming:

-fixed incompatibility with Skill Evolution
-fixed animation acting weirdly for some players (I hope)
-added hand vfx for spells while casting (thanks to Fallchildren work, I've slightly modified the code and borrowed the vfxbone file - tell me if you need it deleted)
-fixed aiming with touch spells again (hopefully for good)
-fixed aiming with targetted spells, it's not annoying/unintuitive anymore
-prevented quick cast being triggered while writing in the console

#

OSSC - Oblivion-Style Spell Casting v1.2 / 13/04/2026

wraith delta
swift orbit
#

Thank you I will test right away

wraith delta
swift orbit
#

I can confirm that the vfs for ranged, touch and self cast all work, including the shield effects

#

It looks beautiful

#

Also, I find that the spells are far more accurate now

#

I absolutely love it so far

#

The spell goes right where I am. Thank you so much

harsh wolf
#

Command Humanoid Target from an amulet doesn't seem to work.

wraith delta
wraith delta
gleaming nest
# wraith delta version 1.2 is live, got rid of all annoying bugs, especially aiming: -fixed in...

Great update an fix of the issues, thanks a lot! ๐Ÿ™
Animation works fine on my end, not floating legs. Right arm and hand are still being raised in the torch holding animation though. Might also be able to be disable it by the same method from Arrean tha Dubious quoted, like removing the line anim.BLEND_MASK.RightArm or so. Also, the right hand has the vfx of the selected spell type too, but not sure if that's actually intentional.
Mysticism and iIllusion spells are completely visible too now.

Btw, one of the best features of not needing to get into a casting stance is still having the normal 360 camera enabled.
This way I can cast behind my back while walking fordward... Cool guy's don't look at explosions dabgothur

wraith delta
wraith delta
#

Aint the torch in the left hand though? ๐Ÿ˜„

gleaming nest
gleaming nest
wraith delta
#

But that might be complex shenanigans

#

The VFX is intentional though, I can make it to affect single hand with a quick edit but I dunno

#

Might look better with only single hand I guess

gleaming nest
#

Oh, another thing that I noticed. When using a spell that uses multiple effects of different schools, only one gets shown in the AOE hit. For example, in the picture I used a spell from Tamriel Rebuild Banishing Light that has a fire and turn undead effect, but only the fire one is visible.

wraith delta
sick iris
#

ive been messing around with making some more animations. this is very WIP and i need to redo completely for 1stP to work without spaghetti fingers but i thought it could be cool if there was a different cast for each spell school, any thoughts? i wanted to see what you think before pressing on down the rabbit hole, if you can make it work ill be more motivated.

#

@wraith delta

#

also if any feedback/requests im open to hear it

#

whenever

wraith delta
#

Are the anim groups and text keys listed in the archive?๐Ÿ™Œ

#

The most important is to have a different animation between target and touch spells

#

And the rest is just icing on the cake

sick iris
#

yeah theres qctouch for touch, quickcast is just the basic cast so i figure for destruction or whatever target spells

#

they work pretty well in 3rdP when i was testing, but some visual issues in first because of the type of model i used

spark steeple
#

:P

#

Then can export 3rd person animations off the first person right for similar effect

#

not as pronounced though

sick iris
#

it was looking a little bit unintentionally anime

wraith delta
sick iris
spark steeple
#

Skrow, just so you're aware what fingers look like if exported for 1st person off a 3rd person rig :P

sick iris
#

add a few vfx and your good

wraith delta
frank apex
#

Is there a way to have the off hand casting animation and spell cast during the duration of the spell, sort of like a hold casting? Like flamethrower?

#

Active shield casting instead of a passive?

frank apex
frank apex
#

Found it nvm

gleaming nest
frank apex
#

Oh yeaaa no it looks terrible and the cape part disappears when I put on my armor on

#

Netch leather something

#

The on ra,zhid wears

#

The thieves guild Dwemer artifact khajiit

gleaming nest
gleaming nest
frank apex
#

Yikes

#

Ok

gleaming nest
# frank apex Yikes

Itโ€˜s because the cape is initially a whole armor piece itself. Someone else with more knowledge of modeling or editing nif files should be able to make it a real cape though ๐Ÿ˜…

frank apex
#

I mean itโ€™s no biggie I use these for capes and hoods https://www.nexusmods.com/morrowind/mods/49612?tab=images I put in a request on visible finery for the capes and hoods to work too

Nexus Mods :: Morrowind

OPENMW SAFE, MGXE READY!!! This wonderful mod does exactly what we wanted almost 20 years ago!!!!! It gives you Cloaks!!! and not just Cloaks but decent-looking ones!!!!!Thanks

#

I was looking to try to make a spell similar to igni from the Witcher or like a force shock

gleaming nest
frank apex
#

Those toooooo

gleaming nest
frank apex
#

But I think it would still take up a pauldron slot similar to the backpack mod

gleaming nest
frank apex
#

The finery one

#

Phhhhh nvm Iโ€™m slow

#

You can and still have the pauldron slot open

wraith delta
frank apex
#

Ok with my no experience that sounds so fun

#

Just to make

wraith delta
#

It's like you "just" have to add an animation text key that will be the charge state and then it can be looped until the cast button is let go

sick iris
#

I was wondering about that ๐Ÿง shouldn't be too hard to add while I'm doing the anims

frank apex
#

Ohhh wards from Skyrim

wraith delta
#

Then we can implement charging without a problem

sick iris
#

Nice, yeah sure that's easy while I'm doing it, I think they can be added to the .kf with nifscope too but I'm not sure how to do that yet

wraith delta
frank apex
#

Canโ€™t wait tbh

sick iris
wraith delta
#

Since there is only a handful people able to work on anims in our community

wraith delta
# sick iris

Any possibility to extend each animation to 1.00s timer from start to stop? To stay in the balance of vanilla spellcast (1.00s)

#

since I see it's 0.64s if I understand it right

wraith delta
#

or should I try to modify the speed in game :>

gleaming nest
# wraith delta or should I try to modify the speed in game :>

Maybe good to have both options available (if not to much work of course) for possible troubleshooting later. Some people might notice bugs with either approach.

I for example have a some latency on swing animations when using the third person alt attacks mod. Other people donโ€˜t ๐Ÿฅฒ

spark steeple
#

in options you send to I.AnimationController.PlayBlendedAnimation

wraith delta
#

It takes more finetuning to setspeed different for several parts of an animation

#

With async timers

spark steeple
#

yeah

#

but for simple animations should be ok-ish

spark steeple
wraith delta
#

Iโ€™ll post the results in the evening, Iโ€™ve tried them and theyre great but needed to leave the computer

sick iris
#

Yeah Its no problem to change the timings, I just made them all the same for now because you said it seemed right for testing, I don't know of how to tell what frame rate Im going at though

#

I assume If I can get it at 60 fps then 60 frames will be a second

gleaming nest
spark steeple
#

^ that is the case for some game engines, but not for OpenMW or even Morrowind.exe

sick iris
#

Yeah I doubt their connected, I have pretty shoddy fps most of the time but my anims run fine ๐Ÿค” there's always a chance for something to be going under the radar though, very new to the animation game and there is some mysticism for sure

gleaming nest
#

Hmm alright, I was hopeful to maybe test and solve the issue that way.
Could I technically increase the fps in the animation just for myself and maybe ger into sync this way? Sounds tedious, but Iโ€˜m curious

spark steeple
#

You can theoretically go mess with Re-Animation code or Third-Person-AltAttacks code and icnrease animation playback speed a tiny bit

#

but I've not looked where in them it is

#

TPAA beign a re-animaiton plugin I'm not sure if it controls its own speed or it's done in re-animation

gleaming nest
spark steeple
#

Just make sure to take backups :P

sick iris
# gleaming nest Uffโ€ฆ as I assumed <:yagrwut:525019410792972325> I try my best to check for what...

I wonder.. it's strange that you're having so much unique animation issues ๐Ÿค” coul it be a skeleton in your files that's messing with it, you were testing some bone replacer meshes for some WS experiments before that we were talking about. Have you tried it with an empty .cfg? Idk why it would be but some weird stuff going on, like I have that backwards bow glitch from some conflict flipping my weapon bone somewhere

wraith delta
gleaming nest
sick iris
#

Hmm good call, I'll check it out. I love that mod but it's a little bit unpolished

wraith delta
#

Definitely quickcast is the one to work on here, maybe quicktouch could be more expressive with the hand ๐Ÿ˜„
And how do you like guys the VFXes circling the hand and not the actor? Should I add VFX on the actor too? Trying things out here

frank apex
#

Looks really good

#

Whatโ€™s the vfx for the invisibility? Is there one for chameleon?

#

Maybe different hand anims for absorbing and damaging spells?

sick iris
#

thats a different mod

sick iris
swift orbit
#

Looks great so far

sick iris
wraith delta
#

Yeah the school specific anims are on point

#

Really great work

sick iris
#

thank you! its going to be really cool

#

now's the time to get in ideas or requests for gestures.
Obviously they need to be adjusted on the screen but in regards to the actual hand shapes/movements, any thoughts?
i think buff and cast are on the right track, i like the conjuration and illusion but idk about Alteration and i didnt even touch Restoration

wraith delta
#

Might be a good idea to look up oblivion and skyrim anims, maybe there'll be some inspiration ?

gleaming nest
wraith delta
#

v1.3 is published
-fixed skill progression and also applying the +1-5 to favored stat on leveling
-fixed interop for Spells of Vvardenfell: Vol. 1 - Trap Handling
-fixed spell hit sound to not being played upon quick casting
-fixed spell magnetism to actors
-added new animations for illusion, conjuration, alteration; also new quickcast animation for target spells (WIP) thanks Dubiousnpc!

sick iris
#

oh man i wasn't ready for people to actually see them angyfargoth

wraith delta
#

No worries, if anything changes, I can upload the newer version

#

It's a lot better than it was before

sick iris
#

its all good haha their still cool, just embarassingly jank haha

swift orbit
#

The spell cast does seem to be a bit slower in the update. Specifically when the 1h, right arm, is raised back up following the quickcast. I can't tell if it's actually quicker than switching stances. I could be crazy though

#

Also restoration spell has the spell effect, the glowing circle that would normally be at the feet, coming out of the hand. Not sure if intended

#

It does seem slower than the presentation videos on the Nexus page with the new animation or it could be my imagination haha. I hope the feedback helps my friends. Absolutely love this

wraith delta
#

I can bring back the quickcast animation for targetted spells and touch spells which are not covered by school specific animation

#

Anims are work in progress by Dubious we need to let him cook ๐Ÿ˜…

wraith delta
#

Itโ€™s a subject to work on though

median merlin
#

I loved playing Oblivion with this cast animation replacer. Very dramatic. Just posting for inspiration
https://www.nexusmods.com/oblivion/mods/12626

Nexus Mods :: Oblivion

[b]Description[/b]
Finger Snap is a cast animation replacer, you can choose to replace the animation for on touch spells, on self and/or on target spells. Instead of the default animation you'll sna

wraith delta
#

Maybe snooping around in Oblivion mods to find some animations with allowed permissions might be a good call

#

Since I see in that mod description that it has the same anim format as Morrowind

#

Nif and kf

#

I have totally no idea if these can be used in older game

median merlin
#

it would be absolute cinema to see my favourite TES 4 cast animation replacer playable in Morrowind

swift orbit
wraith delta
spark steeple
#

retargeting existing animation may be a bigger pain than redoing it. Also morrowind 3rd person may not have enough fingers for a good snap

median merlin
#

a simplified 3rd person snap is ok if we could have a full 1st person one ๐Ÿ‘Œ

#

Fargoth's ring is powerfull

wraith delta
#

I might need to revert that ๐Ÿ˜…

swift orbit
#

Ahh yes I saw that with all restoration self cast

gleaming nest
# wraith delta I might need to revert that ๐Ÿ˜…

Yeah it seems that the swirl-vfx for all spells, that previously surrounded the caster is not really matching the size and angles of the arm and hand. Imagined it to turn out way more subtle, but would probably need a mesh replacer just for that purpose, right?
No promises, but I would try myself to shrink the vanilla meshes and rearrange them to complement the casting arm and hand.
Alternatively, could there be a setting to choose from, if the reverted-back-to-the-casters-body-swirl-vfx is visible at all or not in the meantime?

wraith delta
#

The idea of smaller meshes for hand vfx animation sounds neat

gleaming nest
sick iris
#

nobody really understands Nifscope

sick iris
#

started on the redo, its definitely a good thing i did because i realised i was using a way out of date rig so i now have a ton of QOL upgrades

swift orbit
#

I love this

wraith delta
faint geyser
gleaming nest
faint geyser
#

Btw does vanilla spell vfx have the same issue that hands are always infront?

swift orbit
wraith delta
gleaming nest
median merlin
#

also interesting. I wish they had a video or a gif on the page

wraith delta
worldly stormBOT
#

Fargoth's ring is powerfull

Attachment(s)
wraith delta
#

This is the worst case, but some of the spiral ones vfxes looked good imo

#

The restoration is not made for hands apparently lol

faint geyser
swift orbit
#

I do notice that sometimes target/ranged spells, such as Spark will hit but they seem to do no damage still? And I swear sometimes the ranged/target will sometimes home in something to left or right of me haha

wraith delta
#

I meant this

wraith delta
#

?

faint geyser
#

its not really about around or blued to it, what i was refereing to is that hands in 1st person are rendered in front of particles although particles should be in front based on where they are located

#

but i guess you didnt notice it or misinterpreted it as not being properly attached or something

wraith delta
#

Yeah most likely I did ๐Ÿ˜„

faint geyser
#

like if you put partticles into palms and then make anim where palms are facing camera

#

particles will be behind the hands

#

but not because they are actually behind

#

but most likely because they are in fact in palms, but first person hands are rendered on a visual layer which is always infront of the whole world, and particles are for some reason a part of the world and not that first person layer

#

its a common tech in games, its done so your weapon doesnt clip into walls or enemies no matter how close you are to them

wraith delta
#

Any sane way to fix that ?

#

Thanks for thorough explanation

faint geyser
#

no worries, i actully dont know if theres fix for it, asking in dev chanel might be a good idea

swift orbit
wraith delta
faint geyser
wraith delta
faint geyser
#

Math is evil as always

median merlin
#

at this point, this mod is much grander than its name suggests:

  • adds a second method of casting spells
  • adds unique animations to every magick school

it's crazy

wraith delta
wraith delta
median merlin
#

no worries, it's morrowind after all ๐Ÿชฒ

wraith delta
sick iris
#

@wraith deltahere try these. new 1stP casts, maybe the 3rdP anims you have will work ok, but ill be going over them later anyway, need a rest now lol, let me know how they fit, the speed etc. these are made on a new rig fitted around Max's quickthrow so idk what the timings are going to be like but they look like each one second long

wraith delta
#

Damn

#

We are in your debt

#

๐Ÿ˜„

#

Thank you so much

sick iris
#

added a Charge key to some to test out, and qctouch has Loop Start and Loop Stop to see if a ward spell is possible

wraith delta
#

Can you show me what you mean with ward spell

sick iris
#

haha all good :D

#

uhh

sick iris
swift orbit
sick iris
wraith delta
#

I'd say it's 99.99% doable

sick iris
#

just an idea, its in there anyway so do with as you please haha

swift orbit
sick iris
#

but yeah do let me know what needs fixing with timing etc. its not hard to make small edits now i have the base down

faint geyser
#

can also be used for channeled skyrim-style spells

#

although imo those are ew and morrowind doesnt need skyrim in it (apart from skyrim in TR lmao)

#

although ward spells are pre cool ngl

sick iris
#

down the line i imagine something like being able to hold a spell cast like you hold a weapon attack, but then you add in more spells alike dynamic spell crafting

faint geyser
#

yea holding/charging spells might be pretty interesting

sick iris
#

i tried but im dubious about the results, Nerevarine has sausage fingers compared to the hero of Kvatch

faint geyser
#

notice that there are poses in that file (on the left) you can apply them by double clicking, or apply flipped (onto another hand) via a right click menu

#

or mix between current and a pose, also via right click

#

theres a fist and grip pose in there, maybe thatll help

#

morrowind fingers are cursed though yea

wraith delta
#

Now it'll be modular

sick iris
sick iris
wraith delta
#

It's for everyone ^^

sick iris
#

Thrice blessed

peak pawn
wraith delta
#

to which school I should attach it

wraith delta
#

To which spells we can attach it :>

sick iris
#

idk it was just for fun

wraith delta
#

It's nice, I want it to fit

sick iris
#

alteraion?

frank apex
#

A snap to distract enemies or lure them to a point

sick iris
#

oh i forgot to make one for that oops

sick iris
#

yeah could add it to SHOP

frank apex
#

A game I canโ€™t think of right now had an ability to like make a noise happen where the reticle is to lure enemies

#

Assassins creed I think

wraith delta
sick iris
#

yeah i love throwing gold down

frank apex
#

True

#

Wait does the gold you can throw in surrender(mod) also lure enemies?

sick iris
#

yeah if you have the other mods

frank apex
sick iris
#

they all work together

wraith delta
frank apex
#

A gold throwing anim would be cool or a hand up animation for surrendering

sick iris
#

i encourage you to take up Blender

#

it's a great way to stay in shape

frank apex
#

Imma try seems fun there are a lot of idle anims from skyrims modding that would be cool

wraith delta
#

(it also applied the damage every time)

sick iris
frank apex
#

Cool I appreciate it

wraith delta
#

Finetuning the animations :>

sick iris
#

wow cool!

swift orbit
#

Oh awesome

wraith delta
#

This is so, so freaking awesome

sick iris
#

wow! haha thats looks wild, fair dues! a few things i need to iron out but damn thats so cool

wraith delta
#

The biggest problem is with qctouch

#

Rest I've managed to fit nicely to the moment of 1.00s of spellcast release

#

Great job nevertheless mate !

#

v1.4 is live on Nexus
-added settings to turn on/off every VFX regarding casting spells
-added possibility to change animation speeds in the game for dev purposes
-added more and fixed animations for more spell schools, thanks Dubious!
-added an option to turn on/off debug messages

wraith delta
#

I've set the ones from video as defaults

sick iris
#

yeah thats awesome, that will save me time

wraith delta
#

And you can decide which anim groups are assigned to which spell school and cast type in ossc_player.lua #756-781

#

Definitely a nice testing rig for all animation work

swift orbit
#

Those look fantastic guys

#

I can't wait to test

#

Is there a specific load order for proper testing other than after physics?

wraith delta
#

Not really I think, not until I introduce gmst spell speed (then the load order will matter a lot because of that)

#

@swift orbit the problems with not applying spell effect and spells homing should be fixed, it was in Magicka Expanded Framework

#

So make sure to update that

swift orbit
#

Ty

spark steeple
gleaming nest
#

Snapping for mysticism quite really fitting too.

#

Besides that, I noticed that the player is leaning forward while casting in third person, which is nice.
But maybe the head needs to be angled up a little bit, since it seem to be alinged to the chest at the moment, as if the player is looking to the ground.

gleaming nest
# wraith delta v1.4 is live on Nexus **-added settings to turn on/off every VFX regarding casti...

Love the new update, the features and new animations! ๐Ÿซฐ๐Ÿ’ฅ

Mysticism spells on touch won't work currrently though, like in one of the past versions.

Also, the third person casting animations are a lot more slower than the first person ones. When a spell has been finished casting, the animation is still playing (like having some latency) and forces the caster to play till the end before being able to do any other actions again, like drawing/sheathing weapon or attacking for example.
Are the casting speed settings for developers meant for adjusting only third person because of this? Haven't played around with the settings yet.

wraith delta
gleaming nest
wraith delta
#

It's more for Dubious or anyone making the anims if he want to test them without having to reloadlua or doing other changes

gleaming nest
faint geyser
sick iris
#

Btw @wraith delta I just want I clarify, you were saying the cast works as a 1second long? Or one second to the Release of the spell? I can do either way

#

@gleaming nest The 3rdP animations are literally twice as long ๐Ÿ˜… I am planning to go over them aswell, for parity. just taking it in batches

wraith delta
#

And the lua spell release is also 1.00

#

it's just a matter of fitting the animation to match the moment

wraith delta
sick iris
#

Ah gotcha, I misinterpreted that, that actually would give me some room to improve on the movements

#

Yeah I will see about fitting them to that

gleaming nest
wraith delta
#

I've checked now and they work fine in 3rd person (the new ones). I just need to add the 3rd person animations to also be affected by the speed settings and we gud, but they seem slow

faint geyser
#

Want some more feature creep?

sick iris
#

Yeah the old 3rdP anims are exactly double the length but that would mean that Release moment would be different if you sync them, it's a difference of like 0.2 of a second but it will be at least subconsciously noticeable

#

I'm so happy it's working though

faint geyser
#

Or actually i think i can make that as a separate mod if ill be able to interface with thus one: item casting anims! Casting using eg a ring points a fist w a ring to cast

#

Pulls out a necklace

#

Or raises a weapon to cast with it

#

With body gear its weird though haha

sick iris
faint geyser
#

Pulling out the boots and raising them in the air to cast lmao

sick iris
wraith delta
spark steeple
sick iris
#

Yeah especially when you see it a lot, it adds up

faint geyser
# sick iris

A mighty hip thrust might be a good option also ahah

spark steeple
#

@wraith delta , I've got a question. When you spawn VFX is there a way to adjust VFX size from lua? I'm either blind or it's not there. But i have a feeling I read somewhere in here that you was doing it, have I imagined it?

rustic blaze
spark steeple
#

Was looking at addVFX

#

thank you

#

this doesn't fly, as I need to attach it to bones, and we can't get bone positions iirc

#

bleugh

#

oh well

rustic blaze
#

Body parts are in 0.51

#

Havenโ€™t tried it myself though but yeah Iโ€™m very thankful datchim

spark steeple
#

Are they? Need to doublecheck the latest docs

rustic blaze
spark steeple
#

Yah, I don't think we can get bone positions yet

#

for world.VFX

#

and can't scale anim.addVFX

wraith delta
#

True and true

#

The only scaling I did is for magic vfx like the screenshot hyacinth linked

spark steeple
#

Oh well, someone asked for a slider to change spark size in N'Garde, so that's is not happening 36vehks

wraith delta
#

Not yet at least, unless you prepare a bigger vfx by hand

#

Which might be feasible to have 2-3 scale options

#

Small weapons, normal and 2h

spark steeple
#

meh

#

Maybe

#

One day when I'm not burned out on blender

wraith delta
#

Blender not my territory ๐Ÿ˜„

spark steeple
#

wrong thread :P

frank apex
#

๐Ÿ’€

sick iris
#

ok, im having a ton of crazy bs with my game right now after updating magic extender and my brain is melting so i didn't test these with the mod but they look pretty sweet now and with parity between 1st and 3rd, all the release timings should be at 1sec (give or take a frame)
@wraith delta assuming theres no major bugs ๐Ÿคž
now i need to troubleshoot my game ๐Ÿซ 

#

plus some bonus beast race tail animations

peak pawn
#

Kings, the lot of you

sick iris
peak pawn
#

Speed that up and heโ€™s a jazz musician clicking his fingers in rhythm 36vehks

sick iris
#

it would be better than that vanilla dance animation

#

just need a foot tap

wraith delta
#

Whats wrong with the game though? Maybe I can help/troubleshoot

sick iris
#

i just updated ralts mods and openmw to the latest

#

but i tried run an older version it wouldnt run angyfargoth

#

failed to initialize shader: gui

#

i dont know what i did

wraith delta
wraith delta
#

If you want to launch 0.50

#

Because it tries to run 0.50 with 0.51 files thats why the gui error

sick iris
#

Ah I see, I thought I could have both active

wraith delta
sick iris
#

oh yeah i totally forgot about the qcalt anim haha oops ah well thats fine im delighted their working im pretty happy with where there at but cant wait to see them in action to be sure

#

its fun to do so ill definitely come back to it and make more variants when i get some inspiration

#

need to find some good examples of casting anims, i bet theirs some cool ones for modded skyrim

faint geyser
# wraith delta https://www.youtube.com/watch?v=xG1rBucDAxQ

@sick iris you anims look sweet! But i notice theres a kind of steppiness to them, one motion doesnt flow int anothe as smoothly as it can. Are you familiar with a defference between IK and FK on the autorig pro and how to switch between them? Also have you tried using curves view in you animations, setting your keyframe curves transition to auto or auto clamped and/or playing with curve handles?

wraith delta
faint geyser
#

Smoothing out those transitions in a way that inertia/acceleration of motion is satisfyingly kept or smoothly changed through the motion is usually a matter of figuring out better way of working with existing keyframes and not of adding more keyframes

#

and that whole steppiness feel is bcs of exactly that - motion not preserving intertia/acceleration. When velocity of motion changes instantly in a middle of motion - we notice it as something unnatural since living beings of flesh and muschle just cant do that

sick iris
#

yeah i messed a lot with curves for these, otherwise they wouldnt be half as good. no idea about ik/fk though.
i 100% see all the flaws in them, like my children haha thanks though it wouldnt have been able to do it without your guidance thusfar

#

yeah i want to get more into using inertial movement

#

i was as sparing with the keys as i could after seeing how few you had in you cast

#

it helps a lot

faint geyser
#

And IK/FK difference i mentioned bcs usually for swings, throwing punches, waving hands and really most of the motions we use - we move limbs in arcs, for whick FK is much more suited than IK. IK is more about touching your nose with your finger or pushing an object in a straight line (i.e motions that demand precisie positioning of a palm in space at every moment of that motion, or something like that), certainly not swinging a weapon or throwing a fireball

faint geyser
sick iris
#

yeah the new rig is like butter, i love it

#

except the fingers36vehks

faint geyser
#

oo, whats wrong with those?

#

i noticed that when you manipulate fingers with arp rig handles - vanilla finger bones seem to detach from one another a bit, but it didnt look bad on a mesh so i was hoping its all ok - is that the issue?

#

Or is it how messed up morrowind hands are in general

#

if latter then yeah

#

unfortunately thats true, have to really fiddle with it a lot to kind of, for example, give a general idea of a fist that looks ok

#

without making proper actual fist as it wouldve been irl, since those hands just cant handle it lmao

sick iris
faint geyser
#

yea, sorry to hear that, have the same pain, i get it, i get it

#

I dont think theres any sane solution for it, like there is "a" solution of "oh lets just finally make a properly skinned arm/hand mesh and then also fix all the existing vanilla and modded gloves that were created in the past 26 years"

#

but you know, i think... thats not happening haha

sick iris
#

36vehks sausage fingers nerevarine it is, then

#

its just part of the charm

faint geyser
#

truly is, if we were able to embrace long legs and dice swings, why not sausage fingers

sick iris
#

exactly, and it helps to hold off the "skyrim" style mods that the tes community is know for

faint geyser
#

btw @wraith delta saw comment on Magicka Expanded ahaha

#

yea i think youll be flooded with comments about new types of elemental effects and TR spells as thats what people seem to expect given the name and description

#

not the projectile spawning and magic effect application dehardcoding

wraith delta
#

It does exactly the same as magicka expanded for mwse, just noone has created anything like that yet

faint geyser
#

but i mean i can understand them as well, as i understand theres a mod with a similar name for MWSE or something, but it does a very different thing?

wraith delta
#

We have gaps with vfxes but the functions all can be the same like mwse now

#

I actually will create a homing new spell to show it's doable

faint geyser
#

you sure? From MWSE mod description its about adding custom magic effects

#

i.e what recently was added to lua api on the engine side

#

but your mod is about emitting magic projectiles and applying magic effects

#

not adding new magic effects into a world

sick iris
#

holy crap dude, im just reading those comments. if i may be so bold, what a dick lmao

faint geyser
#

i.e your mod can not create a new magic effect "holy damage" and have it be enchntable and be available for spell making and all that

faint geyser
#

but i think thats what mwse mod does

wraith delta
#

I'll make a spell for you to see then ๐Ÿ˜›

faint geyser
wraith delta
#

You can code any effect you want, the custom spell draft api takes any data, you just need to code that into that spell

#

apparently

faint geyser
#

can you explain? But like the custom spell effect stuff is a part of openmw api - not of your mod

wraith delta
#

and everything regarding flying spells or spawning spells in the outside world as an object or whatever is achievable with the framework

faint geyser
#

so what does you mod do, do you have some kind of wrapper around that api, or an easy way to detect custom effects on npcs and apply code to them?

wraith delta
#

and my framework vastly expands that. Does most of the handling for you

#

so you don't have to code it for each and every spell the same things

faint geyser
wraith delta
#

Exactly

#

as of now without this framework you cannot cast any touch or target spells

#

self spells kinda work vanilla 0.51 but you still need to code them in to work without framework

#

I have an idea for launching the spells without the Lua Physics framework

#

but I'll leave that solution for later, not feeling like refactoring stuff again

wraith delta
faint geyser
#

oh i see, so here I.MagExp.launchSpell({
attacker = actor,
spellId = "lightning_bolt",
speed = 5000,
hitModel = "meshes\vfx\custom_explosion.nif",
boltLightId = "Light_Purple_512"
})

You can e.g provide a custom spell effect id as well as custom explosion nif

#

what about custom projectile effect nif and sound?

#

and cast particles?

#

i.e all vfx stuff thats related to casting a specific spell

wraith delta
#

I'll make the readme more clear on that point

#

So I literally like everything is covered. Or almost everything.

#

If anything is missing, please suggest since I'm looking for it to be THE solution

swift orbit
#

Thank you for the hardwork. I absolutely love this

faint geyser
#

Tried to clarify it a bit, i think since you named it in direct reference to MWSE mod, and the main selling point of MWSE mod are custom spell records (and being able to use them in enchantment etc... atleast thats how it sounds to me from MWSE mod descr)

#

you are kind of implying that this is also a part of your mod

#

which is quite unfair since it steals credit from people who actually implemented those custom records into the engine

#

im sure you didnt intend that ofc, but I can understand why this whole confusion arises

wraith delta
#

I cannot agree on me implicating that, the name is for virality, of course.

"It kind of dehardcodes the magic system with available methods from the API, providing a unified public interface (I.MagExp) for modders to trigger spell casts and effects."

"The touch and self spells are possible without any workarounds but launching projectile spells (and projectile weapons like arrows, bolts and throwns) is not possible at the moment because of lacking methods in the openMW api. Here's where the framework fills the gap.
edit: this framework also exposes a lot of very welcome functions to handle custom touch, self and target spells all together as the modder want, not being limited by the OpenMW API alone. "

#

Nowhere did I take credit for that what you're describing though

#

always mentioning that it's expanding the current API methods to a large extent

faint geyser
#

do you have a thread for that mod?

wraith delta
#

OSSC v1.5 is live on NexusMods now:
-fixed VFX of persisting spell effects not being reapplied when switching 1st/3rd person camera
-added animation support for 3rd person camera, thanks again to Dubiousnpc!

wraith delta
#

OSSC - Oblivion-Style Spell Casting v1.6 / 19/04/2026

#

1.6 is uploaded to nexus.
-added Skill Uses Scaled compatibility setting for Magicka spent based skill progression(off by default)
-fixed Use Fatigue setting to actually use fatigue when Quick Casting. Now based on GMSTs to be fully compliant with any user setup
-changed setting keys for users of past versions to not having to reset the anim speed settings
-fixed ui message to be 1:1 vanilla when casting with not enough magicka
-ultimately fixed the input of quickcast and combat controls to be turned off and on at proper timings

harsh wolf
#

What's the kopia animation folder?

wraith delta
gleaming nest
wraith delta
spark steeple
#

Can even exclude it conditionally. I remove left arm from the mask if the player is holding a torch/lantern while parrying

#

Ofc better if animation only has keyframes on correct body parts :P

gleaming nest
spark steeple
#

It can be, but I'm not putting on Skrow - it's a bit convoluted to do, the conditional statements get complicated fast

gleaming nest
spark steeple
#

Half and half? I guess. If one wants to allow movement while animation playing and animation has no root movement - it's better to avoid playing it on legs for example

#

but deep conditional trees of " if magic school is X - play animation on Y" can quickly get convoluted

gleaming nest
#

I see. Very interesting, thanks for further explanations ๐Ÿ™‚

wraith delta
#

I mightve fucked something up apparently while switching the logics

sick iris
#

Yeah I can remove the keyframes from the right arm and legs pretty easily from my end, I just never thought of it haha but it makes sense to only include what's needed. ๐Ÿ˜‹As a courtesy

#

I want to figure out a SoundGen for the snap too ๐Ÿซฐ

wraith delta
#

Although keeping it only the keyframes associated with our parts of body wonโ€™t hurt for sure to avoid some weird conflicts

sick iris
#

Cool no worries haha yeah well meet in the middle for smoothest experience

wraith delta
#

Because when I'm using 3rd person alt attacks, reanimation and ossc, with 1h blunt and 1h longsword I get animation bug, I'll post it later today. I just forgot to tell it every time ๐Ÿ˜„

#

Along with 1st person awareness mod

#

so it's a crazy animation mix

#

The character cast sideways in that case, have'nt tested all the weapons yet. A good thing to check

#

It's most probably a conflicting animations problem

gleaming nest
#

I can see the descriped position in the quickcast.nif and xquickcast.nif
Probably either method of removing it from the animation or excluding it in the code would be fine ๐Ÿ˜

#

Naming it torch holding was the most accurate I could think of

wraith delta
#

Nice find

#

so we got a clue now why it happens

#

Wouldn't be possible without all of you guys, appreciate it

#

@sick iris changed the Created by on the Nexusmods with this: Created by
skrow42 and Dubiousnpc. I've overlooked that earlier and it's completely accurate

#

also Max helped at the beggining of the mod but I have that covered in the credits section

sick iris
wraith delta
#

and of course for everyone testing - big thanks to all of you too!

sick iris
spark steeple
#

^yup, that's the default sword hand on Max's rig, alright :D

sick iris
#

lol

spark steeple
sick iris
#

so ill leave the hips in when i clean up the kf?

spark steeple
#

Maybe

#

As I said - results are inconclusive

sick iris
#

interesting

spark steeple
#

Someone much better at it would have to weigh in

#

in my case - I was able to make sone animations work

#

but not the others

sick iris
#

hmm can try both to see if it actually makes the difference

spark steeple
#

e.g. I'm struggling with shield, but 2h weapons are fine

#

It's also torso rotation

sick iris
#

we must consult the council. haha its all so mysterious

spark steeple
#

indeed

wraith delta
#

the cast animation goes like 45 deg to the right the whole body

#

despite camera aiming forward

#

so the hand is somewhere else and the spell is flying from the base position

spark steeple
#

yup

wraith delta
#

Overriding the right hand anim does the trick though (for daggers for example it works okay, stiff right hand but still not bugging out the body)

#

the "torch hold"

#

so I guess thats a solution to overcome this body rotation

#

since the quickcast is missing that right hand

#

I dunno anim work is unknown to me after all

#

Convoluted

sick iris
#

Eldritch

spark steeple
#

From my experience messing with them - need to play animaiton on correct body parts. E.g. if you need to include torso rotation - include torso, if you need to allow movement - don't include lower body. If you need torso rotated clockwise but head facing forward - rotate the head in the animation

#

But then - the animation itself should include all the necessary keys to make the above possible

#

And the problem then is that from Lua - we can only see bone groups as LArm, RArm, Torso and Lower Body

#

no finer precision

sick iris
#

ah i see, its definitely good to understand the process from both sides

spark steeple
#

arm e.g. is from clavicle down

#

torso is spine and head

#

lowerbody is everything belt down including the root bone

#

Meaning code side options are limited if we want to say where animation is played

sick iris
#

yeah cool, im looking at the rig now and i can kinda see where the grouping is

faint geyser
#

this should be filtered out in lua if desired but then youll have issues potentially with a wrong spine rotation, ideally there should be a set of "weapon pose while quickcast" anims that will keep this exact spine pose but will have a slightly stoved weapon position, on top of those anims then a left hand quickcast can be played

#

since if you only play quickcast on left hand disregarding everything else - it will align fine with anims that use same spine rotations as rotations you prepared your left hand anims on

#

but will get misaligned if you play left hand anim on top of animation that uses a very different spine rotations (like probably dagger anims from reanim, or many vanilla anims)

faint geyser
#

for example i believe openmw arm group does NOT include a clavicle bone

spark steeple
#

^ good info, cause I was pretty sure it does

#

But that explains why I couldn't get my "raised shoulder" parts of the animation to work properly

faint geyser
#

ok actually im not sure now,

spark steeple
#

๐Ÿคทโ€โ™‚๏ธ

faint geyser
#

i was under a strong impression that it doesnt, since i also had issues with that

spark steeple
#

There's some fuckery for sure

faint geyser
#

and i think i remember thinking that docs are misleading

#

so eh

wraith delta
faint geyser
spark steeple
faint geyser
#

ofcourse "weapon while quick casting" will need to be prepared for all different weapon types, which is a bit annoying, but on the other hand it doesnt need to be complicated, can literally be just a single frame with a single pose

#

and for the bobing that pose while moving around - can just apply same simple spine bob anim im applying to attack hold poses in reanim

#

fairly easy if you use reanim api

#

still fairly easy if you dont

#

just slightly less easy

faint geyser
spark steeple
#

then definitely forbid that

#

lmao

faint geyser
#

I dont think theres a unified back bone position rn among animations, and it will require that

#

i think reanims have it unified, but for daggers i probably also threw that unification out the window since i was doing it in cascadeur and didnt want to fix it all up after cascadeur made arbitrary changes

#

it is a bit annoying, for sure

faint geyser
#

but you know

spark steeple
#

Yeah, it's a couple frames

faint geyser
#

... mods... we have a fairly high jank affordance here

#

also could be a nice little perk maybe

spark steeple
#

but someone will notice, e.g. my dagger animation was snapping weirdly - had incorrect blendmask, got reported immediately

faint geyser
#

although probably too little advantage for a perk

#

... although

#

if channeled spells will become a thing

#

then that perk will give a very strong advantage

#

for attacking while channeling

spark steeple
#

it will need custom spells for it to be useful

#

base game stufff - meh

faint geyser
#

yea, and can make it better than those pathetic single flassid swings in skyrim that you can do while channeling

#

yea for sure

faint geyser
#

try these:

#

that yaml file is an animation blending file, should be placed besides the kf file

#

keys, its just a pose with a single frame (well, 2 actually) with a somewhat lowered 1h weapon

#

idea is that you run quickcastpose1h start-stop in a loop on the whole upper body while running your appropriate magic school quickcast anim on left arm on top of it

#

quickcastpose1h will ensure appropriate back bone positions so left arm anim will stay perfectly aligned.
.yaml file includes an animation blending config (more like animation smoothing config, i think "blending" is a bit of a misnomer, blame me for that) that attempt to make that transition to this single frame pose a bit more fun, so essentially that config file takes care of some simple weapon anim while quickcasting

#

if it looks crap - play around with the duration and easing fields

#

something like easing: "cubicInOut" or "quartInOutโ€ will probably be much more conservative and tame looking, and probably also smoother

#

reminder: although i name my groups CammelCase - its all always completely lowercased in lua

sick iris
wraith delta
#

I'll work on it, thanks for explanation

median merlin
#

sorry to ask for more animation tweaks, but maybe touch cast could be moved more to the center

sick iris
#

yeah fair, that does look pretty goofy

peak pawn
swift salmon
#

Great mod! It's truly an achivement of the community.

some problems

  1. Touch and ranged effects don't connect with the target consistently, (people on nexus already noted it in comments).
  2. I use Rafael shaders and there is a problem with projectiles. The moment projectile "rendered" over the sky, it kinda disappears as if the VAIO shader is rendered over the projectiles. Disabling the VAIO shader solves the problem. Not sure to whom I must address the problem.
  3. Healing spells (self) show yellow target bar as if you target a npc (though health is equal to yours and it heals the same amount, so I guess it kinda treats you as a separate target?). The least important thing, though it behaves different from standard casting.
  4. In scripts' setting menu the mod is named 1.4 - either it's just a mistake in menu file or you have archived and uploaded the wrong files (the archive itself is named correctly as 1.6)
sick iris
#

its still there in vanilla, but rafs sky replacer makes it much worse, same for zesterer's clouds iirc

wraith delta
spark steeple
#

#2 is the same issue that causes torch flames disappear against the sky. Raf previously commented on that. I don't know if it can be fixed on OSSC end

Bill discovered some things which allowed partial or full fixes for the Ghostgate and cobweb NIFs. Torches and magic effects use a particle emitter, and neither of us found a nice way to make them work without additive alpha. Basically they'd either need to work with alpha clipping (like the cobwebs), or alpha blending that is never ever below 0.5 (like the Ghostgate)

Torches, magic and anything else that effectively spams particles are all a bit tricky, neither Bill nor I could figure out a way to make them write depth and still look ok.
For snow I'll try at some point to make a stable screen-space effect.
For rain we already have the falling rain in wetworld.
Both the in-game snow and rain effects have to go away in the long run.

sick iris
#

I'll keep banging the drum to bring back 2d billboards

faint geyser
#

(blood splatters, bursts of vfx, swirling dust, etc)

#

its just not a lot of people seem to see a potential, probably most people are used to jank vfx and sfx and its kinda good enough

#

especially sfx oh my god those crunchy cheap body hits

#

my proof of that is that there are few magic sfx replacers that consist of sfx ripped straight out of other games such as Lineage 2 which dont fit the vibes of morrowind at all and just sound silly

#

yet many people use it

#

and no its not like different strokes for different folks

#

i obviously hold objective truth lmao