#OSSC - Oblivion-Style Spell Casting v2.5 / 16/06/2026
1 messages · Page 2 of 1
and not ripped out of unfitting settings/games
a genuinely good sounding sfx, not anime, not too "realistic", good crisp stuff
more people should know about it
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
Heres a billboard nif vfx which i was poking at to try animated blood splatters
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
Cool thanks, I'll have a poke around. I think I might actually have that texture somewhere... 🧐
@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 
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.
it was working yesterday... 🤷
did some messing with the graph too so it all should be abit smoother now
just for the record - unused bone keyframe cleanup was not necessaaryl, this can be filtered on lua side
and i hope you did not cleanup those back bones, otherwise everything might now be misalined af
does look smoother though, nice!
ty!
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
btw max, is there a way to avoid the warnings
[15:25:11.583 W] Warning: addAnimSource: can't find bone 'bip01 r finger4' in meshes/xbase_animkna.nif (referenced by animations/xbase_anim/xquickcast.kf)
i know they are harmless but it bugs me, and tends to make people uneasy when a mod spams their logs 
and this is on animation that was exported for 3rd person rig?
yeah
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
i tried removing them maanually from the kf but that just ruined the hand motions
Huh, that shouldnt happen since those bones are unused
I will have time today some time later and will definitely work on it, eternal thanks ^^
Is there any way you can also bring back the old qcalt as another anim key please? ❤️ I liked it and also seen comments on youtube propsing that one 😄 Cause I've edited that key text in nifskope and it doesnt work for some reason, I don't know
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
It looks great actually imo 😄
lmao awesome
I can't seem to get it working, it doesn't change anything
the yaml file or even anims are not playing?
It looks like this with and without yaml/anim files
I've tried yaml file like this
blending_rules:
- from: "*"
to: "*"
duration: 5
easing: "cubicInOut"
huh
why can i even see your weapon in right hand, are you playing with a super small viemodel fov?
83 fov in the game settings
that yaml should affect a transition of a right hand, since its not even visible ofcourse its unclear if it does anything
viewmodel is a different thing, its not in settings, but that means you didnt alter it
I'm using this if this changes anything https://www.nexusmods.com/morrowind/mods/56625
something is wrong, when you are standing still the sword is gone, why?
did you override something?
oh yea ofcourse, it probably messees everything up
It always been like this for me I thought its normal 😄
I'll check without it, would be cool to have this compatibility since this one is a great mod
i love that mod but its tough how jank it can be
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
Changes camera position as far as I remember
theres practically no hope for it unless someone will just go and fix all anims to work specifically with it
its playing the third person animations like a tuxedo hanging off the camera sort of it seems like
very unlikely, it renders full body as 1st person viewmodel, its not just taking 3rd person model without head and changing cam pos
or something
in vanilla body is not rendered at all in 1st person
you get full roll and bob from the animations
tbh i dont even know how they achieved that
walking as a beast is an experience
ha
It uses for sure 3rd person anim
Oh well it literally says that in the desc: Animation mods that only change first person animations (like the excellent ReAnimation) are incompatible.
Although I cannot imagine playing without it lol
a lot of reAnimation actually does work for it, not the idles but the attacks do, and Alt-Attcks works for it too
try and apply that anim i gave you to full body then and not only uppoer body, since its 3rd person anim - spine is mostlikely has rotations that dont match what you expect in 1st person, maybe if you force full body that will help
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
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
I'll try the full body, although it's the quickcast animation or ?
since you said to apply that
Not expecting anyone to do any extra work
this is your main layer for quick cast, your main pose, then you apply actual left hand quickcast on top of it
when i said fullbody - i mean fullbody for that main pose
Not entirely sure
if we had proper lua bone access probably it would've been possible to solve this programatically and somehow smartly mix in first person and 3rd person anims
-- [PLAY ANIMATION]
I.AnimationController.playBlendedAnimation(animGroup, {
priority = anim.PRIORITY.Scripted + 100,
startkey = 'start',
stopkey = 'stop',
speed = finalSpeed,
blendMask = 15
})
this is my code calling for any cast anim
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
although prob not, since then your attempt would've also worked
scripted + 100 most likely does nothing different from scripted, why do you want it to be so high in priority
there are many other priority levels that might be more fitting
do you want character to still run quickcast anim when they are knockeddown?
No this is disabled
I've disabled any casting anims when knockdown and stagger are active
you are tracking those and then disabling your casting anims?
you can simply put them into priority below knockdown and stagger and you dont need to track those manually then
so show me which anims you are applying and how
Blend mask 15 did the trick
so we got that sorted out ^^
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?
since here you can see if the animation is forced in, the weapon is visible without any problem
Any ideas Max, where I could do the edits? Or some code to enforce the blend mask 15 played on re-anim weapon files?
but that doesnt look like animation i sent you
are you playing 1h pose on a torso and quickcast on a left hand=
reanim animations are not enforced through lua, except alt swing, they are just normal anims that engine hooks up
mmm maybe you can try catching all animation start weapononehand group events, or whatever group responsible for idles
when you catch it - you are allowed to change anim options before anim actually starts
so you can change whatever
i think it be a good idea to look at the docs
i just noticed that you are using numbers as a blend mask
gimme a sec
using numbers is not readable and might break in the future
this
and this
means that you can write there I.animation.BLEND_MASK.All instead of a number
so do BLEND_MASK.All on the 1h pose (not on the quickcast!!!!!!!!1111) and do BLEND_MASK.LeftArm on a quickcast anim
both at the same time
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
This is whole code block that is doing the animations
so I should also add another playBlended with the 1hpose ?
in the same go
haha, yes ofcourse, that what i've been saying
you suppose to play 2 anims in parallel
animation is a mysteious beast
I'll check it out soon, what's the animation text key and group for that?
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 🙂
-- [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)
Do you see the sword though while you are playing it?
Preview is on the right, thats how it should look
If it doesn - something is wrong
No, the character goes sideways
Can you try without that body awareness mod? Maybe its a good idea to ensure it first works on a "normal" setup
Sure, will do in a free moment soon
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
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
Will do that for sure, need to see which one is working and which not quite
OSSC - Oblivion-Style Spell Casting v1.7 / 21/04/2026
I have noticed with the recent update that the spell effect launches before the animation plays with target spells
hmm your animations appear to be playing slowly, maybe even at half speed🤔 is it only on the target cast?
It appears to only be with target
I'm not using any body repalcers and the only animation mods I have related to first person is Reanimation
oh you have animation speed controls in your settings, could you try changing that? otherwise it might be a Skrow issue 😅
a recent update needed to reset those speed settings
no worries! i'm glad that was all it was, enjoy :D
Thank you again for everything
Uhh I left that comment to reset these settings 😄 arghh but I'm glad it's all working!
Make sure to update to 1.61 Spell Framework, I've just uploaded that - fixes two errrors with single target spells
@sick iris user on nexus reported that error when casting mark spell:
https://i.imgur.com/luhgnzC.jpeg
It has to do with the sound gen change you made maybe?
He’ll want to update pure multi mark
Oh totally my bad yep, that was meant to be a placeholder until I figured the proper SoundGen
If he’s using ownlyme’s multimark at least, there was an update for 0.51
I'll look into this evening
Same error haha my b
The SoundGen error?
Yeah pretty sure, there was an error with multi mark related to that but I fixed it just last night
Not related to this mod at all haha
Ye haha all good
Thank you my friend
Do you know how key custom sounds?
I don't know how it works. I guess you must add the sound as omwaddon to the CS, and the soundgen grabs the recordid for the sound file. Since it seems like that in the vanilla anims https://operatorjack.github.io/mw-modding-notes/animation/animation-text-keys.html
@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
well as i mentioned like 5 times probably already
main idea is to use a main upper body/full body pose to ensure that back bones are properly rotated
and play left hand anim on top of that
cos left hand misalignment depends completely on how backbones are rotated
-- [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,
})
The number work for now, let's not mention it but the thing is it looks like this
the pose animation does not work
Why 🙁
if you look at the preview and at your video it should look different
i dunno tbh
try and log all animation events, groupnames and keys
But it doesn't go "torch position" now so it's a progress
and see if its actually played or not
thats not a torch position but yes
I know, it's holding sword anim
But someone mentioned here that as a catchy name ^^
if you removed body awareness then this is what improved idles, not the introduction of that quickcastpose1h
oh actually i have an idea
Yeah I did that, I want to make that compatible
maybe it cos i have start and end textkeys at the same keyframe probably
as much as I can
On it
and also make sure that you dont have some absurd transition length in your .yaml
yep
Still cannot get the anim to work...
https://youtu.be/kcLhhUFnM3M
blending_rules:
- from: "*"
to: "*"
duration: 3
easing: "springOutMed"
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
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
also maybe im not giving you the right file? I think kf should work, but heres another file just in case
gimme a sec ill test it on my own setup, just playing that pose anim
well you are not using corrent animation options
loop = true doesnt even exist
if you are using AI - you need to have a serious talk with it
if doing it yourself - probably double check the docs
anim.playBlended(omwself, 'quickcastpose1h', {
startKey = 'start',
stopKey = 'stop',
forceLoop = true,
loops = 999,
priority = anim.PRIORITY.Scripted
})
this plays just fine
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
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
ymmw
but try something like 0.5 transition in yaml, will prob be ok
I.AnimationController.playBlendedAnimation is preferrable, but if we are to trust the docs both are a bit scuffed.
Loop true shouldn't break anything on its own - options is just a table, and nothing is validating it for non-existant values downstream
But, ofc - it needs "forceLoop" if you want animation to actually play, but also then needs autoDisable=false, probably
Testing on 1.7
- Aiming seams to be fixed, so far I've caught no problems there.
- 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...
- Soul trap effect (swirl) doesn't disappear from killed targets and just circle over the corpse. Tested with vanilla casting - everything works fine.
Fix for 3) will be rolled out soon, big thanks for the report
- Good to hear that, it was a problem for some time now
- Yeah, the anims are still WIP pretty much as you can see
you people are doing an amazing work! Wealth beyond measure for your clans! )
then it will disable after 999 loops i guess, naw it most likely needs to be nuked manually, yea loop = true doesnt break anything but its not a valid option, I didnt say that it breaks stuff
Yes though should use I.AnimationController instead for sure
Docs are weird about that last one
ultimately saying - "both are scuffed deal with it"

whats scuffed about it?
huh
and playQueued will not suffer from this? Yea i dunno sounds bizarre
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
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
so im not sure, this explanation lacks detail and looks scarier than it probably is
As I said - docs are a bit weird
yea they for sure are
I've, luckily, found this piece after implementing all my animations and just thought "huh, seem to work fine"
Is it intentional for OSSC to have slower spell casting than the vanilla casting?
Like the time from hitting the OSSC cast key takes a bit longer than when hitting the vanilla cast key
Is it though? When I've checked it, it should be 1.00s vanilla and OSSC
You might have the problem with stale storage from previous versions when the anim speed setting were different
I had 1.6 installed before, maybe I do have stale storage because it did keep my keybinding in the script settings from removing and installing 1.7
Try moving out temporarily player.storage file from OpenMW documents directory
Like 20 minutes ago another user had this problem on Nexus and we've solved it that way
Inconvenient but it is how it is
What is the file path for that? Also I did notice that third person OSSC casting makes my player stop moving to cast, this doesn't happen in 1st person, I'm not sure if that's something with another mod interacting with it
This has been reported here recently just a while ago, some animation problem for sure, to be investigated
C:\Users\username\Documents\My Games\OpenMW
well, tbh its often possible that thing just feel slower or faster due to different animation rhythm or something
(one can surely just time it with a phone or something to get a confirmation)
Yes timing it does show 1 second (well .06 or something, human margin of error) but for some reason vanilla casting is about 0.6 seconds, maybe another mod is speeding up vanilla casting but not OSSC?
I think it might be, I just tried with stopwatch on the phone and vanilla takes 1.00s
dont quote me but purely from memory id say vanilla should be 1s, not 0.6
Lemme know what mod it is so I can add that to Readme
I just tested with "ember" spell, and it has the same speed in vanilla and OSSC (1.0 seconds). For some reason greater fireball OSSC casts faster for me than vanilla greater fireball
Huh... that's totally weird to be honest
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
@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
@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.
Yeah should be no problem, it contains the same exact functions after all. There was too much Saltrice growing around the last naming y'know 😄
Alright, should be fine then. And yeah, I read a bit of it. Glad it kinda could be settled, kinda 😅
Never can satisfy everyone in life, that's normal. But the whole magic topic around OpenMW is really unexplainably heated in my opinion. People should be happy about the developments, not fighting over them 😄
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 🙏
I wonder is it changes of blendmask or the animation files itself
you applied anim to the full body, so yes, ofcourse legs will be affected
but if current aproach works you can roll it back one step to only do upper body
I'll work on it tommorow, today was working on new spells
I’ll get hang on of the new anims file after the release of Kinetic Spells, hope you dont mind 😊
Yeah no worries, when you're doing it have a look at the new update in Bor's Pet the Scribs, we managed to get good animation blending for the petting, might be helpful to see? 🤷
I’ll look there for sure 😊
Just a friendly report about the bone spam in the logs. Doesn't seem to affect performance. Thank you
I'll try to update soon with new animations recently supplied by Dubious, maybe the spam will be gone by then ^^
No rush my friend
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 =(
Btw, Skrow, I finally got time to install and play around with it. Fells good to cast offhand when fighting, nice job!
Thanks! Need to fix the animation blending though and implement a toggle for spell cast chance reduction to have some extra balance to have an incentive to not forget the spell stance is existing
^ was going to suggest weaker spells in offhand stance
but defining weaker may take a while
Reducing cast chance is the easiest and fastest one, and also magnitude reduction in % could be implemented
Both will be optional toggles
@wraith delta Btw, have you seen DetailDevil's recent showcase of "Thuum casting"?
#showcase message
teaser of a wip
https://www.youtube.com/watch?v=wV2QR5gcja8
ha thats cool
DD at his finest 😄 Although I see it's still overwriting a vanilla spell, or is it only an animation to cast that particular spell?
That's the question haha
Just wanted to make sure that you're aware of this. Might be interesting for both of you to check for each other's approches to alternate casting 😉
I am checking mods code most of the time so definitely will take a peek there when he releases it ^^
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.
First prototype definitely would give some additional NPC Vanilla behavior 🙌
And I for one tried to introduce charge animation but either something is wrong in the anims or I’m doing something wrong
but I have already implemened the other one 😄
btw, you can't modify the spell casting vfx effects, they are hardcoded
that's why I went with prototype 2
You can with my framework though, but I’ve yet to add NPC support
It’ll come eventually though 😄
Just want to iron out all possible bugs before moving further
Hyacinth and Ownlyme had made framework for custom spell usage for npcs
@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
it needs this file though edited to be slightly longer
Ooh thank U ❤️ will definitely look into today or tomorrow, this weekend got a little busy to me ^^
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…
If you don`t mind
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
Maybe separate files for charging animation?😊
That could help with separate naming for groups
Yeah exactly
@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
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
Maybe inspecting vanilla animation file can bring some insight, to see how it's done in them
since that would be the best way to play associated sounds
so we won't need to use lua for playback
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
Checking out footsteps mod codes might actually be the hit
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!
Thank you for the update
It seems that alteration and mysticism spells on self are still having some animation issue while moving. Used moded and vanilla spell effects for showcasing, that it's not about that.
damn.. the thing thats really wierd is why it would only be on those ones. they should all be the same at least... 
IIrc in the previous versions, it was always those two schools who had some animation hiccups 
I am dependent on Dubious on the animation files so let’s stay tuned 🙌
Hotfixed 1.81 version on Nexus, casting fixed because I didn't comment out the changes regarding charge casting
OSSC - Oblivion-Style Spell Casting v1.81 / 04/05/2026
After further testing I found out, that the lower body animation bug is also happening for non elemental destruction spells on touch… it’s getting weirder 
can you try removing the .nif files from the animation folder and see if it persists?
No changes after removing both the quickcast.nif and xquickcast.nif from the folder.
does it only happen for those spells on touch?
From my current testing, yes but I would try to test a bit more later this day.
al good, im going to try a few things anyway. thanks for testing
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
(in first person it works)
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
I've had the same bug with animations. New animations eliminated the bug, I've tested all three. (self alt, self myst, touch non element destruction)
Thank you! That's awesome
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
Yeah for now revert to earlier version please
Some things got messed up unintentionally
my god, sorry for reporting, but for some reason even first person casting stopped working right after ha, ha))
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”
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
and thank you for reporting, different setups have different problems apparently often
Omw file shouldnt change too much, its the script files that matter the most ^^
My guy, you are so cool and amazing doing all of this! Take any time you need. 🔥
It works now 
I’ll look into charge at a later date since this mod has been very exhausting for me
I meant about this message
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 👍
Ahh okay so we should hold off on updating?
It's good idea to update to the new animation files #1490798707858210939 message
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
I can add it to OSSC for compatibility but after we deal with the bugs first, wanted to do too much at once
yeah understandable, its been a big push this last month to get all this magic out
Okay thank you
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
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
Something is wrong with qcconj animation - it stops (breaks) launching the spell. Works with any other animgroup
I'm changing it to quickbuff animgroup with hotfix but just letting you know something's up there
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
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
It's mostly done now, I don't see any more bugs. But Nexus always proves wrong on that matter 😄
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
Yes there is, yellow ones
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
Yep one second
Its because MW can't handle all the extra fingers
Huge respect to both of you guys for making it possible and feeling immersive 🙏
Credits also to @faint geyser as he also supplied the first animation that begun this mod 😄
Did you figure out hot to properly use this combo of 2 anims - one for weapon pose and another for quickcasting - to avoid misalignments?
Or did you just ditch it and whatever is misaligned - its good enogh?
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
yeah it i managed to get it to blend the rest of the body and just sript the required limbs 
im not sure if it using the casting pose or not but it seems work 
I'm assuming we should have this load after reanimation or does it not matter my friend
I have it after Reanimation myself, but no idea if the load order here matters in this case
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
It seems working fine so far, no-one reporting anything so that's a good sign
yup
Thank you
@sick iris we have a problem 😄
noo the beasts.. so much trouble with the beasts, you have the log?
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))
ok, let me see what i can do
Take your time ^^
try these, it should fix it 🤞
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 👍
I'll check it out in a bit, thank you !
So Max's physics are optional now? I must have missed that
Did you need logs of the missing fingers still?
no i got it thank you my friend
in the archive there is a xquickcast..kf - with two dots. Should I keep the two dots or it is a typo?
Definitely not intentional 😅, I'm surprised it works at all with that file misnamed 🤔 what folder was it in?
Definitely not intentional 😅, I'm surprised it works at all with that file misnamed 🤔 what folder was it in?
I actually didn't figure it out what folders to put them in 😄
Should I just dump them here ?
or distribute through subfolders? 
ohh right those, haha i though you were updating from the nexus. yes they need to replace the files in the subfolders and the double dot is a typo. keep a backup of your files just in case
oh and this too. i was told its not necessary but no harm
cant find the mod on nexus now..🤔 is my internet crapping out or was it taken down?
it's on, probably something's on your end
crapping internet it is, weird part was all other pages were loading fine but when i tried searching for that specifically it would freeze 
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

(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
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
thanks for detailed test report. i don't know why spells arent firing, that's troubling..
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
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
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.
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?
I've cought the bug consistently!
so, If I click the cast button during the animation of casting, the next spell is not released. Then, after the empty cast, the next cast is released.
I've always installed it fresh 
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?
It seems still one function leftover is there, will look into it tommorow morning when I have free time🙌
Today I cannot sadly
all good brother
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
I will look into it tommorow, thanks for extensive feedback
I will be able to pinpoint the reason
thank you for all the work you do!)
I've found the reason for it, the 3rd person anim fallback kept launching for some of the anim groups (which broke the casting ultimately)
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 ^^
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
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
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
Thats a list of 32 setting renderers btw ;D
SFP can make blasters, it has interface to send out cast request with animation and vfx
Oh yeah, of course SFP will be the key. Yeah no more bloat for ossc
Tested now the same spell with argonian - works fine. This might be the update we all needed
(this is with the newest anim files)
The finish line is in sight
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 :>
If anyone played with it a while, please confirm everything is allright 😄
@sick iris qcalts is not blended with walking
Oh yeah good catch, there was a bad frame left in
Sorry I just saw this update
I'll begin testing
the fix i tried didnt work .. idk whats wrong with it. it made sense that one had the issue and the fix should have worked but it didnt make a difference 🫠 if you want to try you can replace animation folder with this, maybe i have some loose files hanging around messing with it. im tired though
Hey I can just remove it from being selectable for until any other time 😌
Or forever, it’s okay, we have plenty animations 🙌
yeah i was gonna say if that doesn't do it just cut it loose because idk whats wrong with it lol
Yeah it's the same, I will remove it temporarily from the settings ^^
🤷
No worries Brother, all good, we are eternally grateful for your additions to OSSC🙌🙌
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
Yeah, it's working fine
Thank you, I've uploaded it on the Nexus as well, thanks for checking out!
Yeah there were too much reports and we had to make it solid 😄
Thank you for the update
The new animations are fantastic
Definitely the best so far
Haven't noticed any issues yet
Now I’ll be super careful when adding stuff further 😅
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) 
That looks so awesome, Dishonored was a great game also
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
Similar approach to the random pointing animations from Follower Commands?
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
Yeach maybe... Just a quick reminder to yourself haha 😉
@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)
Oh, thanks for report, will take a look at it soon :>
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.
lol seems like it’s time to release it as a mod this has to be like the 8th time I seen this asked 😭😭
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
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 ~~
Yeah, I mean if it's set as a requirement and you're not reuploading anyone's assets - you should be fine :D Or get permission from them, which for something like this shouldn't be too hard probably
Yeah, I really have to check for this.
But this also gives me the opportunity to make the models a bit cleaner as far as I can in nifskope.
Was nice to do that for Blurpanndra's und Dubious's Glider mod as a challenge when I submitted my Dwemer glider model.
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!
Warnings are harmless
Hi, thanks for report, I'll check what's up with the scroll lol. For the health bar I didn't know since I play with UI replacers so they don't display to me, most probably I must remove attacker=player from self spells
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
This got fixed in the Spell Framework Plus today
I'll work on these tommorow
Thank you 🙏
peak modded openMW
Noice 😄
Hey, can we pinpoint the issue with the Open scroll? I've just tested it on my setup and it unlocks the door just fine with Ondusi Unhinging scroll and locked doors.
Anything to reproduce? Video? Logs maybe?
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 😮
Bugs fly when your having fun
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.
I just updated both OSSC and Spell Framework, and now those Open scrolls work perfectly!
does this fix the issue with saves being broken when a spell effect mod is uninstalled or is that still a recurring issue?
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
@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 🙏
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
Thanks for considering and good to know that I can still run the previous version 
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.
Skrow is doing Todd's work in bringing MW from 2002 to 2009 :P
I did notice two anomalies, which may or may not be related to the mod. Mentioning it just in case :
-
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. -
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 🤷
- 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.
Couldn't happen without Dubious ! (and Max)
I'll definitely look into it in upcoming days
Will try to repro and brainstorm whats happening
Try enabling spell framework plus debug too
it will give more information
Well, I haven't figured out how to repro yet, and I'm the one who has experienced it ^^'
will do !
and maybe then we will have easier time figuring it out
Could be a framework problem after all
Does it happen one time or all times?
with this particular item/spell
Damn, sounds like pesky bug to find
which is why I can't reproduce huhu
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
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.
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.
I'll thoroughly check what's happening with it, seems tied only to enchanted items spells so that's something
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.
Thank you for the feedback 😊 yeah it takes time to iron out such mods 😊
I've noticed the same bug with regular spells, it's not correlated with enchantments only. Unfortunately I cannot reproduce it too, it seems very random. FPS stutter might have something to do with it, but this is neither consistent... I'll look out for it with debug mode and will try to report anything unusual
I need to make a play session finally to iron it out
Have you seen it in 1st person view, too, or just 3rd? I've only seen it in 3rd so far, but I don't play in 1st often so could be chance.
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.
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
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
Hey Skrow, did you figure out your healthbar thing? I'm faced with an opposite issue - I need the health bar to show up ( for the enemy) but it doesn't. Was wondering if I can do what you did but backwards :D
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)
Didn’t delve in there yet, modathon is crazy to be honest
Oh so it’s only with self enchants?
Was there ever a fix for casting for spellsword?
This character doesn't use restoration so I hadn't encounter any other healing magic so far ^^'
What was the issue? I'm looking forward to trying that mod
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
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
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
Or rebuild something similar with SF+ 🤔 it could be a new spell school now 
Idk who made it, I think they were on discord
But could also do a spiritual successor
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?
https://discord.com/channels/260439894298460160/1492962758445109429
Isn't that what this is?
Oh like rebuild the spellsword with the spell framework in mind
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
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
it seems that my healing magic heals the enemy together with me when I cast it via quick cast
makes the game harder
Ohh which spell are you using
velothian helmet
I'll be sure to check it, it seems that enchanted items need a second look in general
I really want to give you bugless gameplay with this mod (and of course all others lol)
For those using the spellsword and imbuement skill mod :
#1492962758445109429 message
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
Vfx still don’t apply when changing from pov
Just noticed a couple (harmless, but confusing) details with version 2.2 :
The file itself is named 2.1
the readme says 2.0
Will take care of that, thanks, it's definitely 2.2
https://openmw.readthedocs.io/en/latest/reference/lua-scripting/interface_combat.html
Combat.onHit(attackInfo) use this with 0 damage, call it on any time you want to call up the healthbar of the wanted target
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
Curious
:sendEvent("Hit") doesn't
which should be the same thing
Thank you tho
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
Nah, I did the same thing except I send the hit event to target from source actor script
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
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
The player script can summon ui elements mostly
Worth a try to execute it in player script
Any way to make a dummy script then
something to connect the dots
must be a missing element somewhere
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
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
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
Ahh the lovely docs 😄
I recall now having some issues with this one as well when I was making marksman mod
hence the wtf
Something wasn't right
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
Now when I think about it, have you enabled the option of reduced cast chance in the settings?
Glad you got it sorted 😄
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
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
I am looking into it at the moment, working on fixes
Would you like to beta test the update soon when I make it ?
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
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 😅
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
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
I'll try hard to fix it promise
Cheers. It's not a huge deal as far as I'm concerned (when in such low FPS, the FPS is already the bigger problem), I'm just giving what feedback I can
It must be consistent, I would like to see this mod in modlists
So it must be flawless
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.
Don't do no more tests, I've limited the frames to 15fps and it doesnt cast lol. Now to do more digging, it is explicitly tied to low framerate
I didn't even think of using FPS cap lmao
When casting chance is linked to your hadware. 4th wall break mechanics 
WHY it happens I have no clue (as of now 😄 )
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
I have this issue too. But lua heavy scripts, especially when you have a lot of lua based mods enabled seem to get unstable with low frame rates, so I didn't though it were necessairy to mention it. Sorry, I could have pointed that out sooner 🙏
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
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)
25 fps constantly success ( I have it flat 25 fps, not 24,5 - 25,5 )
anything below is failing
o_O
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
I'm glad my computer problems were good for something at least 😅
Fixed
I'll check if there are more bugs to fix within ossc and will publish an update
Anybody test the spellsword OCCS fix?
Not yet, I need to fix like 3 more mods before I can do anything regarding other things 😄
Take your time honestly
I don't use spellsword atm
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
My computer's cooled down now, time to update and test 😄
I'm curious- why were they failing to cast below 25 fps?
It was failing to hit the timer, the jumps of the frame were too big and it was missing the moment of release
the issue with silence/paralyse should also be fixed
Yeah, it's fixed
Do I have to update Spellframework plus with the vfx "fix" we talked about some days ago?
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
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
I have added that in the SF+ settings now
Hi again and thanks for all the updates! Anyhow, the "phantom" enemy health bar still appears when using restoration spells. Tried this time with only the official .esps, Spell Framework and OSSC enabled.
Yeah, it still does it for me too (engraved ring of healing test)
Damn, I don't have vanilla setup to check this (since I use interface reimagined which turns it off)
Didnt think this update was addressing this though
@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
I will, though not today Im affraid
No worries, no rush ^^
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
I'm trying
There's not much more to fix in OSSC
I forgot to go and test the casting while paralyze fix, too. Ill do that tomorrow, with this new test update
I've checked it and it's working ^^
The test version needs to be fixed
Hold on
OK
btw @wraith delta it seems like the fix from Sit Down Please does the job, no more logspam.
Send me the files if you can in free time, I'll update them on nexus
@wraith delta sorry it took me so long, lol better get them in other people are sending me fixes now too 😅
Thank you 🙌 maybe tommorow I’ll have time to swap and check
All good haha
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
might want to have a look at this too when you get around to it, Nexus user chilaxed sent me this as a compatibility fix for MBSP 
compatibility between the 2 mods would be really nice 👍
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
No rush boss
@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?
You want to call it separately from ossc? Then it's possible through the sf+ (spell framework plus). If through ossc then doing it without equipping said spell would need some work from me. Can you explain why you need it like that?
ossc uses calls from sf+ anyway though
ossc is mostly just animation controller. whole thing is happening through sf+
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
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
Will take a look tomorrow, thanks!
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
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)?
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
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 
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...
There is a way of course, spells are categorised between spell, item/enchant recordid and scrolls. This is not a problem at all
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!
So you would do specific animations for specific enchanted items being used when casting?
This sounds as if a wand or gun cast is possible, in a similar style like OSSC, but with said items in the left hand. 🤔
It's very possible, we made casting anims for skrow's spell tome mod already and Consuming Animated shows how we can add whatever items we want. Also Glider mod shows how we can add new bones for the items too. So having a quick draw blaster shoot space magic is the logical conclusion
OSSC + N'Garde = Bloodborne-ish gun parry? 
Indeed
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
Strong ideas, love all of them. Be careful with not to burn out my friend 😉
Holding your enchanted amulet or positioning your enchanted ring into your cast would be cool
Or holding your weapon in a casting posiiton
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
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
Yeah we'll get to it eventually haha it's some cool stuff to think about
Wanted to thank you for this - it makes Starwind so much better just by existing.
thats great to hear, i was curious how it would go with SW, i still havent actually played it, how does it handle the magic system?
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"
Happy to hear that🚀
yeah that's badass. make sure you have qcill anim set for Mind Trick powers ;)
This + compatibility with incantation = op mage
I am trying to download this and it blocks me saying it's a virus lol
Could you reupload it please ^^
ther ya go :)
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
nice! good to wrap that up, that's the last of my logspam cleared up 😅 🎉
Got a little bit of time today so got things as much forward as possible
Thank you both
No problem
I actually got incantation to work with ossc lol, unfortunately it requires modifying code on both ends
If you want I can merge it but first it would need incantation to be merged. I am open to
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
Nice updates! the extra triggers sound cool
Thank you for the update
Yep, TPABOBAP did what I wanted to do in the future. Now I can easily implement it in my Quick Select mod cause people have been asking for that feature to cast directly from hotbar
you mean like that? @wraith delta
Yeah but implemented onto my action bar mod. What the hell is happening with the visuals
(spell speeds will be finetuned soon to be in line 1:1 to vanilla formula)
i stuffed a bunch of fancy stuff in your SFP mod to handle something I was working on
Tell me more about it
the big fireballs were critical casts
Cool, just the flickers would need to be fixed anyhow
oh yeah, that's the sky shader eating the vfx 🙄
one thing I did notice though, multieffect projectile spells fire off at different speeds:
take banishing light for example- the fireball shoots at 4500 and the turn undead part shoots at 3000
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
This is the patch I need to do but with grabbing the speeds from the engine directly. The hardcoded values are off comparing to vanilla
It's currently being looked into/being done as we speak
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
Yeah it was supposed to be 🤔 did you fully clean out the old files?
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
Ty my friend
I think you only need to ship the .kf files for it to work btw
Will sort that out quickly 🙌
All good, it's no harm but I'm pretty sure the nifs aren't needed