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

1 messages · Page 2 of 1

faint geyser
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literally only magic sound replacer that i found that actually sounds good

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and not ripped out of unfitting settings/games

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a genuinely good sounding sfx, not anime, not too "realistic", good crisp stuff

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more people should know about it

sick iris
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Haha yeah I'd be very interested to learn how it's done, I have been doing some early tests by trying make a 2d animated butterfly, because the butterfly mod tanks fps and it's so unnecessary

faint geyser
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Heres a billboard nif vfx which i was poking at to try animated blood splatters

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it will not show anything for you i guess since you dont have those textures, but you should be able to see how they are asigned in nif tree and try yours

sick iris
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Cool thanks, I'll have a poke around. I think I might actually have that texture somewhere... 🧐

sick iris
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@wraith delta i cleaned up the keyframes from the unused limbs, hopefully that does it with max's base pose. also have added two new anims:
qcdrain just an experiment that looked pretty good, i called it drain because it looked like that kind of motion.
the second one is new qcalt a nice graceful swipe of the wrist sipsshein

i have also included a click sound for qcsnap, it should play at qcsnap: release (or whenever you have the spell firing)
apologies my inventory is crashing again so i cant showcase properly.

angyfargoth it was working yesterday... 🤷

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did some messing with the graph too so it all should be abit smoother now

faint geyser
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and i hope you did not cleanup those back bones, otherwise everything might now be misalined af

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does look smoother though, nice!

sick iris
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ty!

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yeah i didnt touch the torso, just the leg and arm pose, i didnt actually do anything with the bones unless i still don't understand, but yes i just wanted to clean it up a bit while i was in there so i tried not to break anything

sick iris
faint geyser
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and this is on animation that was exported for 3rd person rig?

sick iris
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yeah

faint geyser
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shouldnt really be happening, strange, theres a way prob to just remove those from kf files with a script @harsh zinc shared it before but i dont have those now, i might look into why its not filtering them out properly later

sick iris
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i tried removing them maanually from the kf but that just ruined the hand motions

faint geyser
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Huh, that shouldnt happen since those bones are unused

wraith delta
wraith delta
sick iris
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oh yeah sure! haha i just thought it looked a bit weird so i thought i should change it, i can add it on, no harm in having more variation anyway

wraith delta
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It looks great actually imo 😄

sick iris
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lmao awesome

wraith delta
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I can't seem to get it working, it doesn't change anything

faint geyser
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the yaml file or even anims are not playing?

wraith delta
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It looks like this with and without yaml/anim files

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I've tried yaml file like this

blending_rules:
  - from: "*"
    to: "*"
    duration: 5
    easing: "cubicInOut"
faint geyser
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huh

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why can i even see your weapon in right hand, are you playing with a super small viemodel fov?

wraith delta
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83 fov in the game settings

faint geyser
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that yaml should affect a transition of a right hand, since its not even visible ofcourse its unclear if it does anything

faint geyser
wraith delta
faint geyser
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something is wrong, when you are standing still the sword is gone, why?

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did you override something?

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oh yea ofcourse, it probably messees everything up

wraith delta
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It always been like this for me I thought its normal 😄

faint geyser
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bruv ahah

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ofcourse its not

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its looks junk af

wraith delta
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I'll check without it, would be cool to have this compatibility since this one is a great mod

sick iris
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i love that mod but its tough how jank it can be

faint geyser
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im not sure how it works but afaik it uses 3rd person anims in 1st person or something, its an absolute mega mess of a mix of 3rd person and 1st person anims in there probably

wraith delta
faint geyser
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theres practically no hope for it unless someone will just go and fix all anims to work specifically with it

sick iris
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its playing the third person animations like a tuxedo hanging off the camera sort of it seems like

faint geyser
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or something

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in vanilla body is not rendered at all in 1st person

sick iris
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you get full roll and bob from the animations

faint geyser
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tbh i dont even know how they achieved that

sick iris
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walking as a beast is an experience

faint geyser
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ha

wraith delta
sick iris
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yeah ikr its quite an achievement

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and it qworks surprisingly well for a lot of stuff

wraith delta
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Oh well it literally says that in the desc: Animation mods that only change first person animations (like the excellent ReAnimation) are incompatible.

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Although I cannot imagine playing without it lol

sick iris
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a lot of reAnimation actually does work for it, not the idles but the attacks do, and Alt-Attcks works for it too

faint geyser
wraith delta
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Yeah I just got used to not seeing the weapon for about 50% of the time, but now it faces a hard incompat when quick casting

faint geyser
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otherwise I cant help it , not a type of jank i want to fight, there are too many issues with it, its kind of all or nothing mod imo. But ofcourse it should be possible to make separate set of anims for that mod and for vanilla, but eh

wraith delta
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since you said to apply that

wraith delta
faint geyser
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this is your main layer for quick cast, your main pose, then you apply actual left hand quickcast on top of it

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when i said fullbody - i mean fullbody for that main pose

faint geyser
wraith delta
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        -- [PLAY ANIMATION]
        I.AnimationController.playBlendedAnimation(animGroup, {
            priority = anim.PRIORITY.Scripted + 100,
            startkey = 'start',
            stopkey  = 'stop',
            speed    = finalSpeed,
            blendMask = 15
        })
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this is my code calling for any cast anim

faint geyser
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actually im not even sure why wouldnt applying 1st person anims on top of that mod will not work, maybe its just a matter of forcing it in lua with an upper body group or something

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although prob not, since then your attempt would've also worked

faint geyser
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there are many other priority levels that might be more fitting

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do you want character to still run quickcast anim when they are knockeddown?

faint geyser
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but otherwise i mean looks ok

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what is disabled?

wraith delta
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I've disabled any casting anims when knockdown and stagger are active

faint geyser
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you are tracking those and then disabling your casting anims?

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you can simply put them into priority below knockdown and stagger and you dont need to track those manually then

faint geyser
wraith delta
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Blend mask 15 did the trick

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so we got that sorted out ^^

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I wonder how we can make the weapon visible with ReAnim, could it be a matter of blendmask set to a different than needed value?

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since here you can see if the animation is forced in, the weapon is visible without any problem

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Any ideas Max, where I could do the edits? Or some code to enforce the blend mask 15 played on re-anim weapon files?

faint geyser
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are you playing 1h pose on a torso and quickcast on a left hand=

faint geyser
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mmm maybe you can try catching all animation start weapononehand group events, or whatever group responsible for idles

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when you catch it - you are allowed to change anim options before anim actually starts

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so you can change whatever

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i think it be a good idea to look at the docs

faint geyser
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gimme a sec

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using numbers is not readable and might break in the future

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and this

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means that you can write there I.animation.BLEND_MASK.All instead of a number

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so do BLEND_MASK.All on the 1h pose (not on the quickcast!!!!!!!!1111) and do BLEND_MASK.LeftArm on a quickcast anim

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both at the same time

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and dont forget to run 1h pose in a loop while quickcast is playing, otherwise you wont even see it cos its only 2 frames

wraith delta
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This is whole code block that is doing the animations

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so I should also add another playBlended with the 1hpose ?

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in the same go

faint geyser
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haha, yes ofcourse, that what i've been saying

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you suppose to play 2 anims in parallel

sick iris
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animation is a mysteious beast

wraith delta
sick iris
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this one? quiccastpose1h

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oops didnt mean to ping

faint geyser
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im not sure if that addVfx additional offset is already merged or not, but when it will be it be quite easy to add shield-stuck arrows 🙂

wraith delta
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        -- [PLAY POSE]
        I.AnimationController.playBlendedAnimation('quickcastpose1h', {
            priority = anim.PRIORITY.Scripted - 1,
            startkey = 'start',
            stopkey  = 'stop',
            loop     = true,
            speed    = finalSpeed,
            blendMask = anim.BLEND_MASK.All
        })

        -- [PLAY ANIMATION]
        I.AnimationController.playBlendedAnimation(animGroup, {
            priority = anim.PRIORITY.Scripted,
            startkey = 'start',
            stopkey  = 'stop',
            speed    = finalSpeed,
            blendMask = anim.BLEND_MASK.LeftArm
        })

did this and it's back to the skewed position (also did the UpperBody and the same result)

faint geyser
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Do you see the sword though while you are playing it?

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Preview is on the right, thats how it should look

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If it doesn - something is wrong

wraith delta
faint geyser
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Can you try without that body awareness mod? Maybe its a good idea to ensure it first works on a "normal" setup

wraith delta
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Sure, will do in a free moment soon

wraith delta
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v1.7 is live on Nexusmods:

-made aiming better (20x20 game units aiming tolerance for touch spells)
-temporary fix for Full Body Awareness + ReAnimation animation while quick casting
-added new animation thanks to DubiousNPC (temporarily quick cast alteration animation is gone)

I had to release a quickfix but I'll tackle this animation issue any time soon

faint geyser
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Also try that left hand quickcasting anim on dif weapons without applyin 1h pose (and without 1st person awareness), maybe its already good enogh (i.e not too misaligned) on most weapons and fixed poses are not necessary

wraith delta
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Will do that for sure, need to see which one is working and which not quite

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OSSC - Oblivion-Style Spell Casting v1.7 / 21/04/2026

swift orbit
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I have noticed with the recent update that the spell effect launches before the animation plays with target spells

sick iris
swift orbit
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It appears to only be with target

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I'm not using any body repalcers and the only animation mods I have related to first person is Reanimation

sick iris
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a recent update needed to reset those speed settings

swift orbit
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My friend

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I'm sorry

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I reset those and it works beautifully

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Thank you

sick iris
swift orbit
wraith delta
wraith delta
wraith delta
rustic blaze
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He’ll want to update pure multi mark

sick iris
rustic blaze
sick iris
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I'll look into this evening

rustic blaze
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Same error haha my b

sick iris
rustic blaze
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Yeah pretty sure, there was an error with multi mark related to that but I fixed it just last night

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Not related to this mod at all haha

sick iris
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Ye haha all good

sick iris
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Do you know how key custom sounds?

wraith delta
wraith delta
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@faint geyser got the idle anim working together without FBA and other animation stuff:
https://youtu.be/ziT80w5Tr0s

The bow animation definitely is not good for casting, and some of the other spellcast animations have the hand almost outside the screen (half of the casting hand is out of the view - can record the video if needed) Ideas? Also I need to modify some of the launch places with the reanimation alone since they don't align with the default launch position of spellcast animations we had until now (with FullBodyAwareness it's not a problem though so it's interesting)
Other than that, the idles look really good while casting, also while running which is a nice bonus

faint geyser
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well as i mentioned like 5 times probably already

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main idea is to use a main upper body/full body pose to ensure that back bones are properly rotated

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and play left hand anim on top of that

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cos left hand misalignment depends completely on how backbones are rotated

wraith delta
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        -- [PLAY POSE]
        I.AnimationController.playBlendedAnimation('quickcastpose1h', {
            priority = anim.PRIORITY.Scripted,
            startkey = 'start',
            stopkey  = 'stop',
            loop     = true,
            speed    = finalSpeed,
            blendMask = 15,
        })

        -- [PLAY ANIMATION]
        I.AnimationController.playBlendedAnimation(animGroup, {
            priority = anim.PRIORITY.Scripted,
            startkey = 'start',
            stopkey  = 'stop',
            speed    = finalSpeed,
            blendMask = 4,
        })
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The number work for now, let's not mention it but the thing is it looks like this

faint geyser
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the pose animation does not work

wraith delta
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Why 🙁

faint geyser
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if you look at the preview and at your video it should look different

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i dunno tbh

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try and log all animation events, groupnames and keys

wraith delta
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But it doesn't go "torch position" now so it's a progress

faint geyser
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and see if its actually played or not

faint geyser
wraith delta
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I know, it's holding sword anim

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But someone mentioned here that as a catchy name ^^

faint geyser
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if you removed body awareness then this is what improved idles, not the introduction of that quickcastpose1h

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oh actually i have an idea

wraith delta
faint geyser
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maybe it cos i have start and end textkeys at the same keyframe probably

wraith delta
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as much as I can

faint geyser
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gimme a sec, ill make an update

wraith delta
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On it

faint geyser
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and also make sure that you dont have some absurd transition length in your .yaml

wraith delta
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In which directory these files have to be btw?

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xbase_anim.1st?

faint geyser
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yep

wraith delta
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and when nothing is readied (weapon/spell) the position of cast is off the screen (more or less depending on the animation set), I've identified the case I mentioned earlier

faint geyser
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try running just that 1hpose anim maybe on some button press or something without anything else just to check if you can run it in any way shape or form

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also maybe im not giving you the right file? I think kf should work, but heres another file just in case

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gimme a sec ill test it on my own setup, just playing that pose anim

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well you are not using corrent animation options

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loop = true doesnt even exist

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if you are using AI - you need to have a serious talk with it

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if doing it yourself - probably double check the docs

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anim.playBlended(omwself, 'quickcastpose1h', {
startKey = 'start',
stopKey = 'stop',
forceLoop = true,
loops = 999,
priority = anim.PRIORITY.Scripted
})

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this plays just fine

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also i just realised that you ideally want transition time in yaml be the same or lower than a time it takes to prepare a cast, i.e before your spell release keyframe

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this that blending will also affect back bone positions and if its too long back bones will not be yet in a right spot for your cast to align

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ymmw

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but try something like 0.5 transition in yaml, will prob be ok

spark steeple
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Loop true shouldn't break anything on its own - options is just a table, and nothing is validating it for non-existant values downstream

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But, ofc - it needs "forceLoop" if you want animation to actually play, but also then needs autoDisable=false, probably

swift salmon
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Testing on 1.7

  1. Aiming seams to be fixed, so far I've caught no problems there.
  2. In the third person, when I cast anything, pc locks in a stiff standing position with casting animation played - even when I "walk" it just slides in a casting pose with no legs movement. Beast race legs also go funky. I guess that the thing you are discussing with blending...
  3. Soul trap effect (swirl) doesn't disappear from killed targets and just circle over the corpse. Tested with vanilla casting - everything works fine.
wraith delta
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  1. Good to hear that, it was a problem for some time now
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  1. Yeah, the anims are still WIP pretty much as you can see
swift salmon
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you people are doing an amazing work! Wealth beyond measure for your clans! )

faint geyser
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Yes though should use I.AnimationController instead for sure

spark steeple
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Docs are weird about that last one

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ultimately saying - "both are scuffed deal with it"

faint geyser
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whats scuffed about it?

spark steeple
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No idea, seems to work fine, that's what the docs say

faint geyser
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huh

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and playQueued will not suffer from this? Yea i dunno sounds bizarre

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i maybe know what they mean with like if you attempt to mess with vanilla anims like canceling attack anims or walking anims - some weird stuff might be happening and engine might be restarting things

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or if you run anim with exactly same priority and bone groups as one engine is trying to run - then it will be canceled... but thats expected thats how you epect group-priority system to work kinda

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so im not sure, this explanation lacks detail and looks scarier than it probably is

spark steeple
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As I said - docs are a bit weird

faint geyser
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yea they for sure are

spark steeple
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I've, luckily, found this piece after implementing all my animations and just thought "huh, seem to work fine"

sudden pond
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Is it intentional for OSSC to have slower spell casting than the vanilla casting?

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Like the time from hitting the OSSC cast key takes a bit longer than when hitting the vanilla cast key

wraith delta
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Is it though? When I've checked it, it should be 1.00s vanilla and OSSC

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You might have the problem with stale storage from previous versions when the anim speed setting were different

sudden pond
wraith delta
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Try moving out temporarily player.storage file from OpenMW documents directory

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Like 20 minutes ago another user had this problem on Nexus and we've solved it that way

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Inconvenient but it is how it is

sudden pond
wraith delta
wraith delta
faint geyser
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well, tbh its often possible that thing just feel slower or faster due to different animation rhythm or something

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(one can surely just time it with a phone or something to get a confirmation)

sudden pond
wraith delta
faint geyser
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dont quote me but purely from memory id say vanilla should be 1s, not 0.6

wraith delta
sudden pond
wraith delta
sudden pond
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Yeah all the other spells have 1.0 second cast time for vanilla and OSSC so it's probably just the modlist I'm testing with (POTI 2.1.1), it seems that it's just the greater ???ball spells for me

faint geyser
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greater balls

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ha

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(sorry)

sick iris
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@wraith delta animation delivery :) some touch ups, and i attemted to add back the old qcalt animation, its keyed as qcskrow lol (easy to change any of the kf names with nifscope btw)
also got rid of the SounGen and found a really nice new sfx for the snap.
you need to add something like:

local params = {
timeOffset=0.1,
volume=0.3,
loop=false,
pitch=1.0
};
core.sound.playSoundFile3d("sound\ossc\qcsnap.mp3")
but i'm not sure exactly 😅 im just copying it from the docs

https://openmw.readthedocs.io/en/stable/reference/lua-scripting/openmw_core.html##(Sound)
for more info

gleaming nest
#

@wraith delta You've renamed your framework mod as you mentioned some days ago.
I downloaded the most recent version and would re-assign the data directory in the openmw launcher, turn off the OpenMW_Magicka_Expanded_Framework.omwscripts and enable the SPELL_FRAMEWORK_PLUS.omwscripts instead on an existing savegame now. There shouldn't be any problems with OSSC then, right? Just wanted to be sure.

wraith delta
gleaming nest
wraith delta
gleaming nest
#

Btw, for the most recent OSSC version on Nexus, this is the pose the player character goes into while casting in third person. Now not only is the right arm still in torch position, but the legs also raise themselves a bit and hovering above the ground. Casting while moving results in the legs freezing in that position.

Sorry, I hope you're not annoyed by me and my torch arm mentioning all the time 🙏

wraith delta
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I wonder is it changes of blendmask or the animation files itself

faint geyser
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you applied anim to the full body, so yes, ofcourse legs will be affected

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but if current aproach works you can roll it back one step to only do upper body

wraith delta
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I'll work on it tommorow, today was working on new spells

wraith delta
sick iris
wraith delta
swift orbit
#

Just a friendly report about the bone spam in the logs. Doesn't seem to affect performance. Thank you

wraith delta
swift orbit
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No rush my friend

spark steeple
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That spam is unfortunately down to animation, and can't be fixed in lua, but also - a dark mystery why it even occurs, as me and dubious were using the same animation rig for a long time and mine never had a problem =(

spark steeple
wraith delta
spark steeple
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^ was going to suggest weaker spells in offhand stance

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but defining weaker may take a while

wraith delta
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Reducing cast chance is the easiest and fastest one, and also magnitude reduction in % could be implemented

faint geyser
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Oh no pls dont reduce magnitude

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Chance does make sense imo

wraith delta
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Both will be optional toggles

gleaming nest
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@wraith delta Btw, have you seen DetailDevil's recent showcase of "Thuum casting"?
#showcase message

worldly stormBOT
faint geyser
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ha thats cool

wraith delta
gleaming nest
wraith delta
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I am checking mods code most of the time so definitely will take a peek there when he releases it ^^

stone mural
#

The first prototype used an animation nif that overwrote the spell casting for that npc. The current voice animation can be triggered anytime via lua.

wraith delta
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And I for one tried to introduce charge animation but either something is wrong in the anims or I’m doing something wrong

stone mural
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but I have already implemened the other one 😄

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btw, you can't modify the spell casting vfx effects, they are hardcoded

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that's why I went with prototype 2

wraith delta
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You can with my framework though, but I’ve yet to add NPC support

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It’ll come eventually though 😄

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Just want to iron out all possible bugs before moving further

wraith delta
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Hyacinth and Ownlyme had made framework for custom spell usage for npcs

sick iris
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@wraith delta i did a thing! i think i might have fixed the animation bugging out, at least its fine for me now and i also added in the sound of the finger snap :D

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it needs this file though edited to be slightly longer

wraith delta
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Any chance to have modified charge animation? I cannot seem to get that working either with charge text key and also loop start and loop stop keys, it just doesn’t loop but maybe I did something wrong…

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If you don`t mind

sick iris
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Hm I will look into it, I think it's a limitation with kf so it might need rethinking on my end to get it right. I have some ideas

wraith delta
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Maybe separate files for charging animation?😊

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That could help with separate naming for groups

sick iris
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Yeah exactly

wraith delta
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@sick iris thanks for the code! It ultimately fixed problems with Reanimation and no weird posing anymore! Added also the snap sound. Working on other reported bugs now

sick iris
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That's great news! I'm so glad it works haha. One minor issue is I noticed if you hammer the cast button the snap can play out of sync sometimes. I'm trying to figure out if there's a way to sync to a SoundGen key

wraith delta
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since that would be the best way to play associated sounds

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so we won't need to use lua for playback

sick iris
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Yeah it's just playing custom sounds is tricky with the vanilla keys. I'm not sure if it's possible without scripting but I will investigate further. I think ownlyme's footsteps mod uses SoundGen keys, maybe should ask him

wraith delta
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Checking out footsteps mod codes might actually be the hit

wraith delta
#

OSSC - Oblivion-Style Spell Casting v1.8 / 03/05/2026

#

Updated OSSC on Nexus to the newest version:
-fixed animation weird pose when casting and also the mod is now 100% compatible with Reanimation mod (animation blends correctly)
-added a balancing setting for cast chance penalty when using quick casting (25% and 50% reduction) - off by default
-spell projectile speed is now taken directly from GMST, not using hardcoded values anymore
-fixed casting with scrolls and also enchanted items when not having enough charges
-fixed casting with not enough magicka
-added snap sound for snap casting animation (qcsnap animation) - thanks Dubious!

swift orbit
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Thank you for the update

gleaming nest
sick iris
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damn.. the thing thats really wierd is why it would only be on those ones. they should all be the same at least... todd

gleaming nest
wraith delta
wraith delta
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Hotfixed 1.81 version on Nexus, casting fixed because I didn't comment out the changes regarding charge casting

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OSSC - Oblivion-Style Spell Casting v1.81 / 04/05/2026

gleaming nest
sick iris
gleaming nest
sick iris
gleaming nest
sick iris
swift salmon
#

Report:
Also when I'm in a third person, spells don't launch

[20:17:54.399 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: flamebolt
[20:17:54.402 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [quickcast] 'start'
[20:17:55.352 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [quickcast] 'charge'
[20:17:55.419 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] No launch queued after 2s — aborting
[20:17:55.419 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Cleanup: no-launch abort

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(in first person it works)

sick iris
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updated animations, @gleaming nest when you get a chance could you try with these animations for that bug?

@wraith delta i made an attempt to set up the loops properly for charge casting, i have other ideas to try if it still doesn't work.
also new kfs: qcray for ray/beam spells and qccharge is intended as a test for an alternative idea for charging, to play unique "charging" anim before leading into whichever casting anim

swift salmon
swift salmon
#

Not only spells in third person don't work, but also all enchantments in any person.
this is attempt to cast a scroll

[20:36:54.992 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: sc_ulmjuicedasfeather_en
[20:36:54.994 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [qcsnap] 'start'
[20:36:55.661 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [qcsnap] 'charge'
[20:36:55.760 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [qcsnap] 'loop start'
[20:36:55.811 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [qcsnap] 'loop stop'
[20:36:55.993 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] No launch queued after 2s — aborting
[20:36:55.993 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Cleanup: no-launch abort

wraith delta
#

Yeah for now revert to earlier version please

#

Some things got messed up unintentionally

swift salmon
#

my god, sorry for reporting, but for some reason even first person casting stopped working right after ha, ha))

wraith delta
#

I’ve fought whole day with this today while working a job and havent managed to fix it in 1 go

#

Will be fixed but cannot promise when

#

Its a pretty convoluted mod I cant lie

#

Thus making changes fucks up something else many times and it just takes time to test, fix, test, fix

#

We’ll have it done soon though I cannot wait to have this mod „straight”

median merlin
#

I just realized that I was playing with the old omw file enabled (when the mod had a different name in the beginning). Let's see how better it becomes now

wraith delta
#

and thank you for reporting, different setups have different problems apparently often

wraith delta
swift salmon
#

My guy, you are so cool and amazing doing all of this! Take any time you need. 🔥

wraith delta
#

I’ll look into charge at a later date since this mod has been very exhausting for me

sick iris
#

Yes I was going to say it's probably feature creep anyway, and might be simpler to just take the keys out for now

#

If you want to make it into a mod later or something we can discuss necessary animations 👍

swift orbit
#

Ahh okay so we should hold off on updating?

wraith delta
worldly stormBOT
#

updated animations, @gleaming nest when you get a chance could you try with these animations for that bug?

@wraith delta i made an attempt to set up the loops properly for charge casting, i have other ideas to try if it still doesn't work.
also new kfs: qcray for ray/beam spells and qccharge is intended as a test for an alternative idea for charging, to play unique "charging" anim before leading into whichever casting anim

wraith delta
#

It's not good idea to update the Ossc and SFP

#

not yet

wraith delta
sick iris
#

yeah understandable, its been a big push this last month to get all this magic out

swift orbit
#

Okay thank you

wraith delta
#

Allright got everything sorted out except persisting effects on actors like shield or soultrap(visuals stay despite effect timing out). Tommorow a new fixed version should be live

wraith delta
#

v1.83 is live on Nexus!

As of v1.83 all of the problems (except Skill Uses Scaled) are fixed - at least on my setup.
Both 1st and 3rd person animations should be now working without a problem, thanks to DubiousNPC for finetuning and fixing them.
All of the effects of enchanted item spells and multi cast type spells are now applied properly as well.
Aiming at point blank range now doesn't make the spells flying sideways.
Mana, enchant costs and scrolls are properly consumed upon use

That being said,

PLEASE DO A FRESH INSTALL OF BOTH OSSC AND SPELL FRAMEWORK PLUS
It is very important, leftover animation files might
and
will break your mod if you just overwrite the install.

If anything happens after doing everything correctly, please don't hesitate to report bugs. I hope you'll have a great time playing with OSSC.

#

OSSC - Oblivion-Style Spell Casting v1.83 / 05/05/2026

#

I just hope it's going to be working perfectly now

wraith delta
#

I'm changing it to quickbuff animgroup with hotfix but just letting you know something's up there

sick iris
#

Ahh yeah I left an extra frame in ffs no worries I'll sort it out. I'm glad there are so many fallback animations haha

wraith delta
#

Other than that the mod seems working lovely. I'm planning to add settings for players to choose the animations for each cast type

#

But that's not priority

sick iris
#

Very cool

#

Yeah it's great to see it come together

wraith delta
#

It's mostly done now, I don't see any more bugs. But Nexus always proves wrong on that matter 😄

sick iris
#

Is there logspam from switching 1st to 3rd? There will be people asking about it, all of my recent anims inherited the curse so I'm going to have to work through redoing almost all the 3rdP stuff to fix it

wraith delta
#

Yes there is, yellow ones

sick iris
#

Its totally harmless just annoying

#

Can you send your log? Mine is still crazy with other errors from .51 update

#

I just want a list of the affected bones

wraith delta
#

Yep one second

sick iris
#

Its because MW can't handle all the extra fingers

wraith delta
#

Thanks for the things you're doing

sick iris
#

Likewise

gleaming nest
#

Huge respect to both of you guys for making it possible and feeling immersive 🙏

wraith delta
#

Credits also to @faint geyser as he also supplied the first animation that begun this mod 😄

faint geyser
#

Or did you just ditch it and whatever is misaligned - its good enogh?

wraith delta
#

I've used Dubious code and it seems to work nicely

#

In my opinion it's fully compatible with reanimation now

#

The blending was wrongly set

sick iris
#

yeah it i managed to get it to blend the rest of the body and just sript the required limbs sipsshein

#

im not sure if it using the casting pose or not but it seems work todd

swift orbit
wraith delta
spark steeple
#

It will only if you hook into re-animation API, or if you are overriding some of the same animations - otherwise it should be fine

wraith delta
spark steeple
#

yup

swift orbit
#

Thank you

wraith delta
#

@sick iris we have a problem 😄

sick iris
#

noo the beasts.. so much trouble with the beasts, you have the log?

wraith delta
#

The logs don't say anything but it's the same situation as conjuration spells before

[19:01:45.209 I] L@0x1[scripts/ossc/ossc_player.lua]:    [OSSC] Casting: shield
[19:01:46.165 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Applying 1 Self effect(s) on caster only for shield
[19:01:46.165 I] Global[scripts/omw_magexp/magexp_global.lua]:    MagExp: Applying shield to player by player
[19:01:46.165 I] Global[scripts/omw_magexp/magexp_global.lua]:    MagExp: Checking effect shield
[19:01:46.165 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Applying shield to player
[19:01:46.165 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Successfully added shield (1 effect(s))
[19:01:49.345 I] L@0x1[scripts/ossc/ossc_player.lua]:    [OSSC] Casting: shield
[19:01:50.303 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Applying 1 Self effect(s) on caster only for shield
[19:01:50.304 I] Global[scripts/omw_magexp/magexp_global.lua]:    MagExp: Applying shield to player by player
[19:01:50.304 I] Global[scripts/omw_magexp/magexp_global.lua]:    MagExp: Checking effect shield
[19:01:50.304 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Applying shield to player
[19:01:50.304 I] Global[scripts/omw_magexp/magexp_global.lua]:    [MagExp] Successfully added shield (1 effect(s))
sick iris
#

ok, let me see what i can do

wraith delta
#

Take your time ^^

sick iris
wraith delta
#

Where to paste this? In the main Animation folder or?

#

And thank you for the work 🙌

sick iris
#

Yes replace the same files in the main animation folder. I forgot the _female version but it's just a copy and rename of xquickcast.kf to xquickcast_female.kf

#

If that doesn't do it I will need to take a bit more time at a fix 👍

wraith delta
#

I'll check it out in a bit, thank you !

swift orbit
#

So Max's physics are optional now? I must have missed that

#

Did you need logs of the missing fingers still?

sick iris
swift salmon
sick iris
#

Definitely not intentional 😅, I'm surprised it works at all with that file misnamed 🤔 what folder was it in?

sick iris
swift salmon
#

Should I just dump them here ?

#

or distribute through subfolders? feels_good_guar

sick iris
#

cant find the mod on nexus now..🤔 is my internet crapping out or was it taken down?

swift salmon
#

it's on, probably something's on your end

sick iris
#

crapping internet it is, weird part was all other pages were loading fine but when i tried searching for that specifically it would freeze yagrwut

swift salmon
# sick iris crapping internet it is, weird part was all other pages were loading fine but wh...

just 1.83hotfix (the lastest):
beasts - spells don't launch in third person, but animations are otherwise okey
mer - spells do launch in third person, but anim blending is not working with mysticism and alteration self (I haven't tested through all effects)

1.83hotfix + with your new files override - visually all animations are perfect, but no spell is launched in either 1st or 3rd person, neither beast nor mer
yagrwut

#

(maybe this is the reason why dwemer disappeared, they've just had enough with morrowind modding, hehe)

#

I've noticed that in previous version of Framework (1.7) there were animations inside, but in the new 1.8 framework there is no animation folder. Did you restructured the framework and the OSSC, or there is something missing

sick iris
#

ohh actually yeah i think skrow took out the animations in order to focus on the rest of it, they were mainly for testing purposes

sick iris
#

hopefully something simple script side.

#

hmm

#

might be best to roll back for now until skrow can have a look at it. i'll see if i missed something on my end

wraith delta
#

Yeah anims should be in OSSC only, there was a mess last week with the updates 😭

#

Thats why Ive asked for making a fresh install

#

I just wonder why its working on my end the newest ossc and sfp….

#

Getting crazy here over it

swift salmon
# sick iris might be best to roll back for now until skrow can have a look at it. i'll see i...

Yeah, I've tested 1.83hotfix + your new anims + override of ossc_player from 1.81 as Kammanmega and Skrow suggested
and it works more or less well on both mer and beasts, both 1st and 3rd

the only hiccup I've cought so far is spells sometimes don't release after an animation played and it "sometimes" seems to correspond with this:

[23:26:43.947 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Passed initial block checks.
[23:26:43.947 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: sg_startdestrember
[23:26:43.951 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [quickcast] 'start' held=true charging=false
[23:26:44.614 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Safety Reset: timed out.

sick iris
#

ok yeah its the charging, that whole system is getting shelved

#

strange that its an issue though, especially inconsistantly

#

oh does it fail if you hold the button down?

swift salmon
swift salmon
sick iris
#

i think that makes sense, seems the script is still listening for those keys. so you'll have to wait till skrow can do that, im not proficient enough to know what i could remove.

#

@wraith delta the keys for charging are gone from these newest .kf files, i assume script is listening for them and misfiring. i took them out to see if it would fix the animation glitch so its just start release stop
you said you were shelving the charging mechanic right?

wraith delta
#

It seems still one function leftover is there, will look into it tommorow morning when I have free time🙌

#

Today I cannot sadly

sick iris
#

all good brother

swift salmon
# wraith delta It seems still one function leftover is there, will look into it tommorow mornin...

double checked with zero mods, only lua physics, framework 1.8 and ossc 1.83hotfox + latest anims from Dubiousnpc. All's fresh.
both beasts and mer - anims are good, but no spell release in neither 1st nor 3rd prsn

[00:06:45.354 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: water walking
[00:06:45.356 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] TextKey [qcsnap] 'start'
[00:06:46.364 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] No launch queued after 2s — aborting
[00:06:46.364 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Cleanup: no-launch abort

wraith delta
#

I will look into it tommorow, thanks for extensive feedback

#

I will be able to pinpoint the reason

swift salmon
#

thank you for all the work you do!)

wraith delta
#

Working on adding the anim selector in the settings for customisation of user experience and for us to easily test new additions for animations if they work or not

#

This will fix the problem 99.99% as I've pinpointed where it fails

#

purely a code/3rd person problem

#

And the reason why it worked for earlier versions is because I was changing the anim groups for each school and that's why it was like that, now it makes much sense

#

I will also add a snap sound volume setting for those who want to make it quieter or totally off ^^

#

kinda eureka moment this morning ^^

sick iris
#

Nice ah it's good to get that figured out, that was the maddening thing that only some anims were failing so it's good to know

wraith delta
#

Creating an argonian test char now, the 1st and 3rd person is working perfectly on the normal bodies

#

The new changing settings for animations are godsend, identified so fast everything

sick iris
#

Yeah that's brilliant tbf. Good to have the options of animation too, give people the choices. and leaves the door open for doing cool shit down the line. Like a blaster anim for starwind

wraith delta
#

Thats a list of 32 setting renderers btw ;D

wraith delta
sick iris
#

Oh yeah, of course SFP will be the key. Yeah no more bloat for ossc

wraith delta
#

(this is with the newest anim files)

sick iris
#

The finish line is in sight

wraith delta
#

Okay, this is massive, I hope any/some of you can playtest it a bit before I publish on Nexus and make mess again 😄 Moved the version to 2.0 because of all these implementations and seemingly bugfixed casting/animation problems

OSSC 2.0
-fixed casting being blocked too long when spamming the cast button, now it properly listens to the end of casting animation
-fixed qcsnap sound to not being able to be played while spamming the cast button
-you can now configure the snap sound volume of the qcsnap animation (0.00-1.00 volume)
-being in state of knockouts/knockdowns won't let you quickcast anymore
-beasts animation are fixed in the newest animation files, thanks Dubious!
-enchanted items spells and scrolls now will properly play it's designated animation instead of fallback
-added missing gamepad support for L2/LeftTrigger and R2/RightTrigger buttons to enable casting for them, you can enable them separately in the settings as they are treated differently than normal buttons by the OpenMW engine
-3rd person VFX is added back as it got lost somewhere in the sauce
-now added settings in the game so that you can choose any animation for any cast type for any camera mode (36 animation toggles), this also helps troubleshooting in the future

#

I've checked it more or less, I did what I could, it seems to be working perfectly

#

OSSC - Oblivion-Style Spell Casting v2.0 / 08/05/2026

#

@sick iris I've paired the snap sound to the anim key :>

wraith delta
#

If anyone played with it a while, please confirm everything is allright 😄

swift salmon
#

@sick iris qcalts is not blended with walking

sick iris
swift orbit
#

I'll begin testing

sick iris
wraith delta
#

Or forever, it’s okay, we have plenty animations 🙌

sick iris
#

yeah i was gonna say if that doesn't do it just cut it loose because idk whats wrong with it lol

wraith delta
#

Yeah it's the same, I will remove it temporarily from the settings ^^

sick iris
#

🤷

wraith delta
#

No worries Brother, all good, we are eternally grateful for your additions to OSSC🙌🙌

empty kelp
#

Testing the mod, just starting up the game and playing around I already notice the improvement

#

Last version spells wouldn't fire at all, not even take Magicka, now they actually are firing and working again

#

I'm off work today, so I'll be playing the game and I'll make sure to pay attention to it and let you know how it's behaving

empty kelp
#

Yeah, it's working fine

wraith delta
empty kelp
#

No issues I found

wraith delta
swift orbit
#

Thank you for the update

#

The new animations are fantastic

#

Definitely the best so far

#

Haven't noticed any issues yet

wraith delta
gleaming nest
#

It's so nice to being able to select your preferred animation for each school! I love the snap one especially, but switching it to the one for drain on touch, gives you the authentic feel of the blink ablity from Dishonored (ReAnimation mod on top) datchim

wraith delta
#

Yeah the choosing I think is the gamechanger to fit into playstyle

#

I am thinking we can even try going for having a set of animations for each of cast type and then randomly assign one upon casting

#

so you have like 2-3 touch animations playing randomly, 2-3 target etc

gleaming nest
wraith delta
#

Oh there is something like that? Nice

#

Didn't know

#

But after 2nd thought, when you change the spell schools, the animation is mostlly different

#

so it could be a little overkill

gleaming nest
#

@wraith delta Btw, here's a minor issue in terms of vfx imersion, that is present since several previous versions of the mod (haven't made a recording earlier though), so nothing new to the most recent one.

It seems that destruction on target and mysticism on self spawn additional casting vfx. Here I showed the differnce when using the spells with the vanilla casting stance and via OSSC for comparison. When you disable in the settings vfx being showed on the caster's body (like in these videos here), only the usually intended particles are disabled, but not those additional ones (the fire swirl and purple rain)

wraith delta
#

Oh, thanks for report, will take a look at it soon :>

empty kelp
gleaming nest
# empty kelp off topic, what's the armor/clothes/cloak you have on?

The cape, is from a reachmen shirt of the Skyrim section of Tamriel Data, but I removed the cuirass part and put a recolored boiled netch leather cuirass as a base there instead.

In general the wole set is a mix of edited meshes and textures from the vanilla game, Tamriel Data and several bits of details from armor sets of other creators like Mage Robes by Melchior Dahrk and Daggerlad by Ashstaar.

Here's a version caped version for the TR netch leather rogue cuirass I made for tae._bd. Though these are only the resources without an .esp, so the armor is not placed in the world yet.

frank apex
spark steeple
#

More, I think. But I think Semaro would have to redo it from ground up, as it's put together from other mods assets rn

gleaming nest
# spark steeple More, I think. But I think Semaro would have to redo it from ground up, as it's ...

Probably, but for the TD and Melchior Dahrk part, couldn’t I just put them into the mod as requirements? The latter is the OAAB author and I think is similarly open to use assets from if being credited.
I’ll ask both of them regardless and hope I can get in contact with Ashtaar, though I only really use the one edited pauldron plate and some color inspiration for the scarf.

I think it’s time for me to take it as a serious request for an actual upload-able mod now after this many requests 😅

#

~~Or I need to put on a different outfit when making showcases in the future ~~

spark steeple
gleaming nest
earnest nexus
#

This is wonderful, a must have mod for a spellsword build! However, there are some weird things I've encountered. First, are those Lua warnings (pic related) something to worry about? Second, it seems that Scrolls of Ondusi's Unhinging doesn't oddly work with OSSC. Tested with some other Touch-type scrolls and they work as it should. And third, when using a restoration spell (Mother's Kiss) there appears also the enemy health bar, which doesn't belong to any enemy! Doesn't happen with regular spellcasting. Other than that, this mod will be a mainstay in my load order, thank you!

wraith delta
wraith delta
#

v2.1 is live on Nexus (please update Spell Framework Plus as well)
-fixed support for AutoCalc spells (fixed Ralts Nifty Spell Pack spells not consuming mana)
-fixed the spells that have alwaysSuccessful spell cast flag to be respected by the mod (no more failing casts)
-optional reduced cast chance won't influence on casting alwaysSuccessful spells

#

OSSC - Oblivion-Style Spell Casting v2.1 / 16/05/2026

wraith delta
gleaming nest
modest owl
#

peak modded openMW

wraith delta
#

Noice 😄

wraith delta
#

Anything to reproduce? Video? Logs maybe?

wraith delta
#

Testing now all spells gamewide and it turns out a lot of them only give the tooltip but no effect... more, so, the shield spell when expiring reduces armor permanently... EMERGENCY bugfixing in progress

#

I just wonder how come it's like 3 weeks from release and noone even noticed that 😮

frank apex
#

Bugs fly when your having fun

wraith delta
#

Please update to version 1.84 of Spell Framework Plus as fast as possible
Version 1.84 is live on Nexus and Git
-hotfixed save-bricking effects of some of the spells, including spells not being applied
-spells that don't have always-succeed flag but have 100% chance at the moment of cast will also surecast

I AM EXTREMELY SORRY FOR LAST CHANGES IF SOMEONE GOT HIS SAVE SCREWED. I am very embarrassed.

earnest nexus
modest owl
wraith delta
#

No its not this, Last patch had bug with some of the spells which permanently changed stats ..

#

But thats removed, and it was on the lesser used spells. But still, terrible

gleaming nest
#

@wraith delta Could this "fix" actually be an option in the settings of Spell Framework Plus? (I didn't updated to 1.86 yet btw)
I actually liked, that Oblivion had just the casting, projectile and hit vfx of first spell (or the one with the highest cost) visible.
Vanilla Morrowind showing every vfx of a spell often feels too colorful an out of place.
Because of this I now try to exclusevly cast via OSSC and/or even made some empty texture replacers 😅

If it would be too much of a hassle, I competely understand if you won't implement that. Just an humble request 🙏

wraith delta
#

Well it was a bug so it had to be fixed, but I can implement it at some point in the near future

#

As an alternative you can use 1.85 for now 😄

#

Since it introduces nothing else than these visual changes

gleaming nest
delicate gyro
#

Finally installed this mod to try it out, and I'm impressed. Seeing my character cast with one hand while still doing whatever he was doing feels so natural, I feel like the game has jumped forward a decade looking at it 😅 The animations are great, and it works well from what I've tested so far.

spark steeple
#

Skrow is doing Todd's work in bringing MW from 2002 to 2009 :P

delicate gyro
#

I did notice two anomalies, which may or may not be related to the mod. Mentioning it just in case :

  1. Sometimes my engraved ring of healing won't work. The animation, SFX and VFX play, but no effect occur and ring doesn't lose charge.
    This doesn't seem consistent, so I can't reproduce, but I only saw it in 3rd person (playing a male dunmer, if that's of any importance).
    My FPS wasn't the best when it happened, so I have no idea if that could be related (I've been suffering from lags I'm trying to fix).
    I didn't have F10 on at the time, so idk if any warning was fired. I'll keep an eye out though.

  2. There's an "enemy" health bar that appears when I heal myself using the engraved ring of healing, that mirrors my own health. I noticed it since installing this mod, though it seems strange. I did install IE recently though, so it could be from that mod and I just didn't notice before 🤷

delicate gyro
#
  1. Just happened with an amulet of recall. The log only says (in white) :
    [22:48:46.008 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: recall_en
    Nothing at all after that.
wraith delta
wraith delta
#

Will try to repro and brainstorm whats happening

#

Try enabling spell framework plus debug too

#

it will give more information

delicate gyro
#

Well, I haven't figured out how to repro yet, and I'm the one who has experienced it ^^'

delicate gyro
wraith delta
#

and maybe then we will have easier time figuring it out

#

Could be a framework problem after all

wraith delta
#

with this particular item/spell

delicate gyro
#

no, it's only sometimes

#

like, I re-tried to recall after reporting, and it worked

wraith delta
#

Damn, sounds like pesky bug to find

delicate gyro
#

which is why I can't reproduce huhu

wraith delta
#

I'll do my best though

#

The good side of this bad side is that it doesn't consume charge upon failed attempt. Which now gives me idea it might apply the spell cast chance formula onto it 👀 which was already a bug going around on different casts

#

Have you reduced spellcast chance setting turned on ?

#

I might've forgot to exclude enchantments from it

delicate gyro
#

quick cast chance penalty is off

#

I've only noticed it on the engraved ring and amulet of recall so far, but there's not much other magic my character is using at the moment. Thief Ring and a few Fire Bites went well, but I just didn't use them as much so could be just chance.

delicate gyro
#

Happened again with engraved ring. I had the framework debug enabled. Only message I get is (in white) :
[23:44:44.785 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: heal_minor
Nothing after that.

I mentioned I suffer from (unrelated) lag spikes, and so far it seems to only occur in low FPS moments (but even then, inconsistently : I successfully re-cast it twice right after the first failure). If I notice some other pattern, I'll keep you posted.

#

...And another occurrence, this time with Thief Ring :
[23:53:38.029 I] L@0x1[scripts/ossc/ossc_player.lua]: [OSSC] Casting: thief_en
Then nothing.
As usual, animation plays out, all FX play out, but no effect is applied.

wraith delta
#

I'll thoroughly check what's happening with it, seems tied only to enchanted items spells so that's something

delicate gyro
#

I haven't cast any spells yet, aside from a couple Fire Bites, so I can't say anything about them (mostly because this is a new character, so he hasn't learned any spells yet ^^' )

#

I did try out some spells on a higher level character after install to see if it worked, and encountered no issues, but this specific one really needs an actual playthrough since it's inconsistent.

wraith delta
swift salmon
wraith delta
delicate gyro
delicate gyro
# wraith delta That could be a leading point

I remember seeing some bug specific to 3rd person view earlier in development of this mod ^^'
Although, keeping the FPS stutter theory, 3rd person view has always been slightly more FPS intensive than 1st person for me. Which is why it'd be interesting to see if this happens at all in 1st person view.

delicate gyro
#

I'm sorry to report what seems to be another bug.

I can cast while paralyzed, both 1st and 3rd person view.

Tested with :

  • Ring of Fireball (enchant)
  • Ring of Lightning Bolt (enchant)
  • Engraved Ring of Healing (enchant)
  • Fire Bite (spell)

When I cast, VFX and SFX play and the effect occurs, but animation doesn't : there is a very slight movement from my character, then stops immediately and remains frozen.
It only works once : I cannot use the same spell/enchant twice in a row, but alternating with a different one can go on to infinity.
I can NOT alternate between Ring of Lightning Bolt and Ring of Fireball, but I CAN alternate either of them with the Fire Bite spell, or Engraved Ring of Healing.

#

My animations for each magic school and spell type ar the default ones, I haven't changed those settings since installing the mod

wraith delta
#

That's a great report, I'll definitely take care of it this evening !

#

Thanks !

#

I think silence is also bugged, will look into it

sick iris
#

hey check it out, we got achievements 🎉 feels_good_guar

#

you got in there twice abs

#

as did hyacinth abs

spark steeple
delicate gyro
#

I also have the "fake enemy health bar" appearing when using Engraved Ring of Healing, a mirror to my own health bar, only visible during the time of the healing effect.
But outside of that specific time, it's all working normally (if in combat, the real enemy's health bar reappears as soon as my healing is done, or as soon as I damage ennemy's HP, I haven't tested the exact conditions for which is displayed)

wraith delta
wraith delta
frank apex
#

Was there ever a fix for casting for spellsword?

delicate gyro
sick iris
frank apex
#

Quick casting the imbue spell doesn’t give you the imbue effect in runtime, the imbue effect takes with vanilla casting on quick casting, so if I was to quick cast imbue fire it will still succeed but no spell effect, I would assume it’s spellsword not accounting for the changes in spellcasting

#

Or OSSC not detecting spell swords imbue effect as an actual spell

sick iris
#

Interesting. I think spell sword came out just before all the magical madness, right? I think it's piggybacking it's effect on a vanilla spell somehow so yeah one not accounting for the other.
Quick casting spellsword stuff was my plan for my character lol wanted to make a swordsinger build

frank apex
#

I may look into it on spellswords side

#

-Possibility on the next frame after quick casting imbue if the player doesn’t have the effect after quick cast it applies the imbue effect

sick iris
#

Or rebuild something similar with SF+ 🤔 it could be a new spell school now datchim

#

Idk who made it, I think they were on discord

#

But could also do a spiritual successor

frank apex
#

Spell School Framework!!

#

Is there a way to do that currently, I’m sure? Having the skill framework and the stat window be the basis to hook into the vanilla spell schools?

frank apex
#

Oh like rebuild the spellsword with the spell framework in mind

sick iris
#

I don't really know how it works but I think the framework is there to make it easy to add new spells and that all works with OSSC so I'm just speculating that SS spells could be made in a more compatible way with the framework or a whole new swordsinger skill mod could also be made with inspiration from spellsword.
As far as I understand it can all be done without SF+ too but it makes it easier

wraith delta
#

It’s best to read and refer to readme of SF+

#

Its most readable on github

#

I can check the spellsword mod, maybe the spell is not detected when casting with ossc. But this not soon for sure

#

Got again shitload of bugs to fix

median merlin
#

it seems that my healing magic heals the enemy together with me when I cast it via quick cast

#

makes the game harder

swift orbit
#

Ohh which spell are you using

median merlin
#

velothian helmet

wraith delta
#

I really want to give you bugless gameplay with this mod (and of course all others lol)

frank apex
#

For those using the spellsword and imbuement skill mod :

#1492962758445109429 message

worldly stormBOT
#

spellsword now works in essence with the spell framework and occs so now quick casting an imbue it will take effect like the original mod a work around is detecting when the quick cast of imbue successfull and applies the effect accordingly, im currently using a save the doesnt initialized the changes with a new game so please let me know if theres anything that looks crazy but i get a message for appying the vfx for imbue in the debug but i believe thats normal, im sure spell framework is going to be modlist must have but there are fallbacks for the mod to function all the same if anything messes up, Have fun will release in a day or do after more testing, and will update the imbuement skill for the accomodation for the changes to the spellsword mod soon

frank apex
#

Vfx still don’t apply when changing from pov

delicate gyro
#

Just noticed a couple (harmless, but confusing) details with version 2.2 :
The file itself is named 2.1
the readme says 2.0

wraith delta
wraith delta
#

0 damage, 0 magicka, 0 fatigue

#

it will trigger aggro though

#

since it needs the attacker parameter as player for the engine to understand to show the bar as the enemy is targetting player

spark steeple
#

Curious

#

:sendEvent("Hit") doesn't

#

which should be the same thing

#

Thank you tho

wraith delta
#
    local info = {
        attacker     = data.attacker,
        target       = data.target,
        spellId      = data.spellId,
        hitPos       = data.hitPos,
        hitNormal    = data.hitNormal or util.vector3(0,0,1),
        successful   = true,
        sourceType   = (I.Combat and I.Combat.AttackSourceType) and I.Combat.AttackSourceType.Magic or (core.magic.ATTACK_SOURCE_TYPE and core.magic.ATTACK_SOURCE_TYPE.Magic or 2),
        spellType    = data.spellType or core.magic.RANGE.Target,
        isAoE        = data.isAoE or false,
        area         = data.area or 0,
        damage       = getSpellDamageInfo(data.spellId),
        projectile   = data.projectile,
        velocity     = data.velocity or util.vector3(0,0,0),
        impactSpeed  = data.impactSpeed or 0,
        maxSpeed     = data.maxSpeed or 0,
        unreflectable = data.unreflectable or false,
        casterLinked = data.casterLinked or false,
        userData     = data.userData
    }

this is complete table I use

spark steeple
#

Nah, I did the same thing except I send the hit event to target from source actor script

wraith delta
#

it needs to be cast directly through the combat interface

#

even if you do something else then it's the way to show the bar up

spark steeple
#

Combat interface happens in target script - doesn't it? That's mighty inconvenient

#

and the event should be the same :/

#

Eh, anyway - I'll figure it out, thank you

wraith delta
#

The player script can summon ui elements mostly

#

Worth a try to execute it in player script

spark steeple
#

nah, that will hit the player

wraith delta
#

Any way to make a dummy script then

#

something to connect the dots

#

must be a missing element somewhere

spark steeple
#

It's fine - I have the target script when it happens. Can work around it by sending a custom event and in the handler do I.Combat.onHit(info)

#

I've also scrapped the thing this may have been needed for, so really no sweat, but was curious how to make it work properly

wraith delta
#

There's no other way than you described it now, since we don't have like anything exposed for the UIs at the moment, just can trigger it by such reactions with engine

spark steeple
#

Yes, but the silly thing is that target:sendEvent("Hit", info) sounds like it should work exactly that way

#

Normally called as Hit event from the attacking actor, with the same parameters.

#

this especially

wraith delta
#

Ahh the lovely docs 😄

#

I recall now having some issues with this one as well when I was making marksman mod

spark steeple
#

hence the wtf

wraith delta
#

Something wasn't right

spark steeple
#
    eventHandlers = {
        Hit = function(data) I.Combat.onHit(data) end,
    },
}
#

yeah, it already does exactly what I've described above

#

no clue why healthbar wasn't showing up then, but does when I.Combat.onHit is called locally

wraith delta
wraith delta
#

Looks like it's a quirk (or intended feature). Might be intended though, since you might want to do it both ways (show and don't show the bar for any script reason)

#

ie. making like an event where few NPCs get damaged not by player or something

delicate gyro
#

The trend of the spells not applying any effect during low-FPS moments is holding for me.

Yesterday, I was kinder to my computer, and only had maybe a couple such misses all day, one of which occurred precisely during a cell change stutter.

Right now my computer is overheating and struggling, FPS is shit, I just tried to cast some Engraved Ring of Healing and some Amulet of Rest to test it : close to half of the casts bugged. IN FIRST PERSON view.

#

so its not a 3rd/1st person view thing, happens in both views

wraith delta
#

I am looking into it at the moment, working on fixes

wraith delta
#

I'm adding more debug to identify the missing casts issue and also fixed the self hp bar hopefully

#

I have a strong PC myself so it's impossible for me to pinpoint it

#

OSSC - Oblivion-Style Spell Casting v2.2 / 23/05/2026

delicate gyro
#

Sure, with my computer problems, it's pretty easy to check with different FPS. Basically, run OpenMW right after booting with nothing else on the computer, then retry at end of day with a gazillion Firefox tabs and discord open and a bunch of other stuff with a COC Ebonheart for good measure to see the difference 😅

wraith delta
#

I'll try to force low framerate first on my PC and we'll see, but it might be due to stutters, definitely a pesky bug

delicate gyro
#

Though even at low FPS, the bug isn't consistent. I just noticed a sharp difference in frequency or so it seems. Wish I had actual statistic for reliable data (exact FPS at each occurrence, too... Since FPS fluctuates too, it's not so accurate)

#

But going from twice across several hours yesterday, to missing 4 times in a row today in bad FPS situation feels like it could really be related to FPS stutter

wraith delta
#

I'll try hard to fix it promise

delicate gyro
wraith delta
#

It must be consistent, I would like to see this mod in modlists

#

So it must be flawless

delicate gyro
#

I'm going to try and do more test next next time I play. One problem I have often is cell change lag/loading freeze. If I encounter one that consistently makes me freeze back and forth across the cells, I'll try to cast those spells at the same timing. Come to think of it, I should try some 100 casting when not at cell border first, to compare numbers.

wraith delta
delicate gyro
#

I didn't even think of using FPS cap lmao

gleaming nest
wraith delta
#

But will fix it for sure since some people play on sub 20 fps still

#

Unless it's some damned engine limitation, I hope not

gleaming nest
wraith delta
#

Now I am testing what's the min FPS needed for spells to work, just for knowledge and then will proceed to counter it

#

Okay, anything below 25 FPS bugs the casting

delicate gyro
#

Is it consistent though? Because I'm sure I've also successfully cast some spells sub-25 FPS

#

Like in my testing earlier when I had a lot of fails, I still had at least 50% success, with FPS in the 15-20 range (I activated F3 to check)

wraith delta
#

25 fps constantly success ( I have it flat 25 fps, not 24,5 - 25,5 )

#

anything below is failing

modest owl
#

o_O

delicate gyro
#

Might have been fluctuations too fast to register I guess, since I didn't have FPS cap. The inconsistency could've been tied to FPS inconsistency

wraith delta
#

I might now know what is it

#

Stay tuned

delicate gyro
#

I'm glad my computer problems were good for something at least 😅

wraith delta
#

Fixed

#

I'll check if there are more bugs to fix within ossc and will publish an update

frank apex
#

Anybody test the spellsword OCCS fix?

wraith delta
#

Not yet, I need to fix like 3 more mods before I can do anything regarding other things 😄

frank apex
#

Take your time honestly

delicate gyro
#

I don't use spellsword atm

wraith delta
#

Version 2.3 is live on Nexus
-player health bar when casting self spells when using vanilla UI should be gone now
-fixed every OSSC spell failing to cast below 25 FPS
-you should now not be able to quickcast while paralysed or silenced

#

OSSC - Oblivion-Style Spell Casting v2.3 / 27/05/2026

#

Let's hope this is the final update

#

Well, final update for bugs. I have some more coming to it in the future regarding skill progression mods

#

and some integration for quick select ultimate mod

delicate gyro
#

My computer's cooled down now, time to update and test 😄

modest owl
#

I'm curious- why were they failing to cast below 25 fps?

wraith delta
#

the issue with silence/paralyse should also be fixed

#

Yeah, it's fixed

gleaming nest
wraith delta
#

Nope, the ossc patch was purely within that mod

#

I remember though about it, when I will introduce something new to SF+ then I'll add the option to reduce the vfx

wraith delta
#

OSSC - Oblivion-Style Spell Casting v2.4 / 27/05/2026

#

v2.4 is out on Nexus, make sure to also update SF+ for the paralysis patch
-paralysis spell fix (ossc part) - so it actually paralyses the actors

wraith delta
earnest nexus
delicate gyro
#

Yeah, it still does it for me too (engraved ring of healing test)

wraith delta
#

Damn, I don't have vanilla setup to check this (since I use interface reimagined which turns it off)

delicate gyro
#

Didnt think this update was addressing this though

wraith delta
#

@earnest nexus @delicate gyro can you check with this test version if the issue persists? It now should not pass any player->self attacker info at all
Both OSSC and SF+ beta update

delicate gyro
wraith delta
#

No worries, no rush ^^

delicate gyro
#

I needed to install the new updates anyway (never thought Id install 4 updates for the same mod in a day huhu I applaud your dedication), Ill try this first instead

wraith delta
#

There's not much more to fix in OSSC

delicate gyro
#

I forgot to go and test the casting while paralyze fix, too. Ill do that tomorrow, with this new test update

wraith delta
#

The test version needs to be fixed

#

Hold on

delicate gyro
#

OK

sick iris
#

btw @wraith delta it seems like the fix from Sit Down Please does the job, no more logspam.

wraith delta
#

Send me the files if you can in free time, I'll update them on nexus

sick iris
#

@wraith delta sorry it took me so long, lol better get them in other people are sending me fixes now too 😅

wraith delta
#

Thank you 🙌 maybe tommorow I’ll have time to swap and check

sick iris
#

There's not really any rush, just someone made a whole mod page about it. 😂 Those warning can get under the skin

#

Tbf they were sound though. Gave me a python script to fix the issue in future

sick iris
gaunt schooner
#

compatibility between the 2 mods would be really nice 👍

wraith delta
#

Yeah I've seen the comments, will merge these changes soon, my week was extremely busy and didn't have time to really work on mods

sick iris
#

No rush boss

glacial tangle
#

@wraith delta - would it be possible to add API call or event to cast magic effect from spell or item? ideally with possibility to do that without even equipping said spell or item to do this?

wraith delta
#

ossc uses calls from sf+ anyway though

#

ossc is mostly just animation controller. whole thing is happening through sf+

glacial tangle
#

I'm making a quick wheel of sorts and want to have an option to cast through OSSC if that is installed

#

And while I can make relatively simple cheaty option to immediately cast self-affecting spells, I definitely don't want to implement another quick cast like OSSC does

#

With animations and all bells and whistles

wraith delta
#

There is function in Ossc you should be able to call for : triggerQuickCast

#

If it doesn't work let me know, but this is the one that triggers all the checks and everything and launches

glacial tangle
wraith delta
#

You could make it so that it equips the chosen spell from quick wheel, triggers it and then equips back to the old one. This solution should work without any updates to anything

woeful root
#

I haven't tried/used, nor know if it's been brought up before, but I think it would be tremendously awesome if item/scroll casting had it's own animations.
Of course I suppose creating these new animations is, as always with Morrowind modding, the major obstacle.
That said, wouldn't it be awesome to have an animation that quickly rolls open a scroll and the scroll vanishes or burns up or something, or for items an animation where the player's hand does like a self-touch (as if they're touching an amulet around their neck, just as a universal animation for all other items so as to not have to creat that many animations)?

sick iris
#

if there is a way to distinguish between casting from items or not then it might be worth considering. the scroll one sounds pretty complicated though.

the first thing i pictured was using a ring by giving the finger and then vigorously fumbling with their enchanted belt. could be cool though

woeful root
#

Only thing is, I wouldn't ask for there to be so many diverse animations like for each type of item... That'd be asking too much clavicus
I just meant one for scrolls and one universal animation type for all items.
So as to find a "middle ground" between instant casting and the "use casting animation for enchanted items" option in launcher...

wraith delta
sick iris
#

Nice, there's always a way haha well its something to think about, it was talked about it here before. Some item based casting anims would be interesting. Idk if it's something for ossc, might need 2 hands to do it right. I'm not saying I'm gonna get to it soon or anything lol, but it's a cool idea

#

Enchanted pants!

gleaming nest
sick iris
gleaming nest
sick iris
#

Indeed datchim now we're getting to the cool stuff. Much like the Lua side, the limits are only imagination and time lol.
We were also discussing some kind of spectral/living weapon that changes shape depending on attack

#

I would also like to figure out a way to animate the weapon change for the new GRIP extension 🤔

#

Too many ideas

gleaming nest
icy citrus
#

Holding your enchanted amulet or positioning your enchanted ring into your cast would be cool

#

Or holding your weapon in a casting posiiton

sick iris
#

Yeah using weapon in casting would be cool, a step closer to sword singing

#

Or wand casting

#

It would be sweet to have different spells set to directional swings for a wand weapon

wraith delta
#

Sadly I don’t have time to work on the mods last few weeks. Happily though that should change in a week or two this will change 🚀 the ideas are great of course and give some direction for the future

sick iris
#

Yeah we'll get to it eventually haha it's some cool stuff to think about

craggy idol
#

Wanted to thank you for this - it makes Starwind so much better just by existing.

sick iris
craggy idol
#

As far as I know it's just renamed into "Force" and all the schools renamed to stuff like Dark Force Powers, Light Force Powers, Mind Trick Force Powers

#

I don't think it has any back-end changes

#

But I think I couldn't play Starwind without this mod anymore, it's the difference between "just wizard" and "actually holding a lightsaber and using healing or lightning"

sick iris
#

yeah that's badass. make sure you have qcill anim set for Mind Trick powers ;)

modest owl
#

This + compatibility with incantation = op mage

wraith delta
#

Could you reupload it please ^^

sick iris
wraith delta
#

Ty, was some false positive from windows defender lol

#

Some patches will be going live tommorow for SF+ and OSSC

#

Thanks to the community mostly but I will be also adding Grimoire cast position fix

#

SF+ is merged on github already and OSSC is half merged, so it's best to wait until finished

sick iris
#

nice! good to wrap that up, that's the last of my logspam cleared up 😅 🎉

wraith delta
#

Got a little bit of time today so got things as much forward as possible

swift orbit
#

Thank you both

wraith delta
#

No problem

modest owl
wraith delta
#

If you want I can merge it but first it would need incantation to be merged. I am open to

wraith delta
#

v2.5 is live on Nexus and Git (it is mandatory to update SF+ as well)
Thanks to TPABOBAP and chilaxed for their fixes:
TPABOBAP:
-added sending cast state events when exiting early in triggerQuickCast
-fixed playing different spell failure sounds depending on school used for cast chance
-added sending new SF+ event to make sure caster effects match spell being cast
-added using new helper functions from SF+ to get spell cast chance and spell cost
-fixed spell provided from opts being ignored if player had selected magic item
-added API under OSSC name that provides access to triggerQuickCast and isCasting getter
-added handler for OSSC_QuickCast event that calls triggerQuickCast function
-added send OSSC_CastingState event when isCasting changes
-added options to triggerQuickCast that can ignore ui state or provide pre-selected spell or item to use

chilaxed
-added optional option to enable Power Quickcasting for gamepad users (do not use this together with normal spell stance - it will result in being able to cast Power once per cast type - will be fixed in OpenMW 0.52)
-added optional MBSP (Magicka Based Skill Progression) formula for spells, you can turn it on in the mod settings
-fixed animation files so that they do not produce log warnings anymore

my fix:
-adjusted Eternal Grimoire cast position to respect right hand casting and not left one like usual OSSC casts

#

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

sick iris
#

Nice updates! the extra triggers sound cool

swift orbit
#

Thank you for the update

wraith delta
modest owl
wraith delta
#

(spell speeds will be finetuned soon to be in line 1:1 to vanilla formula)

modest owl
wraith delta
#

Tell me more about it

modest owl
#

the big fireballs were critical casts

wraith delta
#

Cool, just the flickers would need to be fixed anyhow

modest owl
#

oh yeah, that's the sky shader eating the vfx 🙄

modest owl
#

since I know...pretty much nothing about morrowind magic because I don't play mages, i made it combine the speeds and average it out

wraith delta
#

It's currently being looked into/being done as we speak

swift orbit
#

My friend, was the missing bone spam supposed to be fixed in the most recent update? I still see spamming the logs. I hope this is helpful

sick iris
#

Yeah it was supposed to be 🤔 did you fully clean out the old files?

swift orbit
#

Yes, let me try again. I haven't updated since 2.5

#

Just did a fresh install, deleted the old directory and files

#

Spam is still there

#

It's "quick throw" happens when going into third

#

Warning: addAnimSource: can't find bone 'bip01 l finger02' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger12' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger22' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger3' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger31' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger32' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger4' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger41' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xquickthrow.kf)
[13:32:54.824 W] Warning: addAnimSource: can't find bone 'bip01 l finger42' in meshes/xbase_anim.nif (refer

#

Just some examples with 2.51 and latest framework

wraith delta
#

Seems like I forgot to remove that old file 🥵

#

Will upload soon without this file

swift orbit
#

Ty my friend

sick iris
#

I think you only need to ship the .kf files for it to work btw

wraith delta
#

Will sort that out quickly 🙌

sick iris
#

All good, it's no harm but I'm pretty sure the nifs aren't needed