Question: Was spellcasting always disabled while levitating or is it a consequence of this mod or Better Levitate? I mean I can charge spells while levitating, but I can't cast them. I'm pretty sure my pawns have cast spells while levitating before I installed these mods though... so.... I figured I'd ask.
Ah. That is kinda troublesome. Every time I've tried charging a spell in the air, it was disrupted by my landing animation or I was simply knocked out of the air by an enemy. Oh well.
I'd rather not. I like the dual levitate mod combo just for getting about. I don't think I ever want to play a non-spellcaster again.
... And by sheer coincidence, Nightwish's cover of "Walking in the Air" just started playing on my Winamp playlist. Couldn't imagine more appropriate music.
it was always disabled, you only can finish the cast animation on the ground, i made a new mod that lets you cancel all levitations with the grab button and levitate with all weapons too but i have not even tried to make casting work in the air (seems really op)
How OP it is or isn't probably depends on how long the levitation lasts for. I've got levitation lasting quite a short time now because I was getting stuck in the air charging spells. There is barely time to cast spells in the air now with my current settings, so even if it were possible it wouldn't be OP as is. Plus if I try charging a spell in the air, I usually end up landing too roughly (or on a slope) and it never casts anyway, so even being able to charge spells in the air is kinda useless as is.
Honestly I'd like to activate it so my Pawns can cast in the air, as they have a habit of Levitating in combat and becoming effectively useless as a result. Actually I think the main priority now is finding a mod to disable camera control being snatched away from me when I cast spells like Maelstrom or Seism. I've got SO many camera issues with this game.
At least I have an extra escape clause now since I started using the Edited Levitation ConcussiveStep mod, since I can just concussive-step to cancel casting in the air.
If you found a way to cast while in the air you'd easily have the made the best mod for this game. I saw a griffin in the distance and flew over to him and wanted so badly to have an aerial mage combat with the thing.
The new mod i made lets you cancel the levitation animation, so you can finish casting, but you always need to be in the ground to cast, also if you are too high the landing animation will cancel the cast (if the damage does not kill you from falling)
Could you make this mod not interfere with Better Levitate, Fall Damage Manager and Super Jump? I would really appreciate if i could just.. ReLevitate, without changing anything more, i mean,i see like this: if you click the Jump/Levitate button once you would keep going up, and if you click twice it would be cool to turn OFF the levitation, to fall, but in a way making your character do the "Standing" fall design so the player could activate again the Levitation. I made it work like that just putting on GPT for refining the Lua to test it, but i deleted my chat history and now it won't make that way again idk why. Btw Thank you for the mod and for your good work @NeroNRM !
Update: i was messing around with GPT and got it to work just like the way i said. Used your Lua Script and added the other priority Lua Scripts from SuperJump, FallManager and BetterLevitate just so it has on database to make all changes work together. On the beggining it wasn't working as intended. Here's what gpt explained on the last script it refined:
Levitation Enabled by Default: The script assumes that levitation is activated from the start (levitationEnabled = true). This setup means levitation is initially on, and there is no toggling functionality within the script itself to turn it off and on, which was omitted to keep the script as close to your original as possible.
Delay for Reactivation: I introduced a simple time control mechanism that allows reactivating levitation only after a specific delay (toggleDelay). This delay prevents immediate deactivation, ensuring that levitation cannot be toggled off and on too quickly.
Helper Functions Maintained: The auxiliary functions (GetPlayerManager, GetPlayerHuman, GetHumanCommonActionCtrl) are used to retrieve necessary instances and are kept intact as per your original script.
This approach ensures the script's simplicity and effectiveness while avoiding interference with other gameplay mechanics or scripts.
Here's the updated lua script from GPT using your Lua Script: local sdk = sdk local re = re local PlayerManager = sdk.get_managed_singleton("app.CharacterManager") local HumanPlayer local HumanCommonActionCtrl local levitationEnabled = true local lastToggleTime = os.clock() local toggleDelay = 0.5 -- Delay in seconds before levitation can be toggled again local function GetPlayerManager() if PlayerManager == nil then PlayerManager = sdk.get_managed_singleton("app.CharacterManager") end return PlayerManager end local function GetPlayerHuman() local playerMgr = GetPlayerManager() if playerMgr then if HumanPlayer == nil then HumanPlayer = playerMgr:call("get_ManualPlayerHuman()") end return HumanPlayer end return nil end local function GetHumanCommonActionCtrl() local human = GetPlayerHuman() if human then if HumanCommonActionCtrl == nil then HumanCommonActionCtrl = human:call("get_HumanCommonActionCtrl()") end return HumanCommonActionCtrl end return nil end local function resetScript() PlayerManager = nil HumanPlayer = nil HumanCommonActionCtrl = nil levitationEnabled = true -- Reset to default state end re.on_frame(function () local currentTime = os.clock() if currentTime - lastToggleTime > toggleDelay then HumanCommonActionCtrl = GetHumanCommonActionCtrl() if HumanCommonActionCtrl then HumanCommonActionCtrl:set_field("<IsEnableLevitate>k__BackingField", levitationEnabled) end lastToggleTime = currentTime -- Reset the timer after toggling levitation end
local playerMgr = GetPlayerManager() local isDead = playerMgr and playerMgr:call("get_IsManualPlayerDead()") if isDead then resetScript() -- Reset everything when the player dies end end)
i made a new mod called CompatibleLevitateForAllWeapons, Relevitate is already compatible with BetterLevitate (i made both so i am 100% sure they work together, relevitate just makes it so you cant really use A to stop levitating) BUT in the new mod i added the RT key in control or E in keyboard to stop levitating, this should help you stop levitating at will (it will also let you levitate with your weapon sheated)
This will also let you levitate even during fall animation so you can prevent fatal falls, it will be up today :)
Can one of the files block the freefall animation from occurring, so that the Arisen just bends through the knees instead of crashing flat on the ground, no matter the height?
It's a great mod, but yeah, no way to actively descend, and sheathing/unsheathing is rather tedious.
do you know if it is also possible to remove the static death animations on enemy kills? makes the impact from the weapons kinda bad when they just do some static death animation
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I mean I can charge spells while levitating, but I can't cast them. I'm pretty sure my pawns have cast spells while levitating before I installed these mods though... so.... I figured I'd ask.
... And by sheer coincidence, Nightwish's cover of "Walking in the Air" just started playing on my Winamp playlist. Couldn't imagine more appropriate music.
I've got levitation lasting quite a short time now because I was getting stuck in the air charging spells. There is barely time to cast spells in the air now with my current settings, so even if it were possible it wouldn't be OP as is. Plus if I try charging a spell in the air, I usually end up landing too roughly (or on a slope) and it never casts anyway, so even being able to charge spells in the air is kinda useless as is.
Honestly I'd like to activate it so my Pawns can cast in the air, as they have a habit of Levitating in combat and becoming effectively useless as a result.
Actually I think the main priority now is finding a mod to disable camera control being snatched away from me when I cast spells like Maelstrom or Seism. I've got SO many camera issues with this game.
At least I have an extra escape clause now since I started using the Edited Levitation ConcussiveStep mod, since I can just concussive-step to cancel casting in the air.
Used your Lua Script and added the other priority Lua Scripts from SuperJump, FallManager and BetterLevitate just so it has on database to make all changes work together. On the beggining it wasn't working as intended.
Here's what gpt explained on the last script it refined:
local sdk = sdk
local re = re
local PlayerManager = sdk.get_managed_singleton("app.CharacterManager")
local HumanPlayer
local HumanCommonActionCtrl
local levitationEnabled = true
local lastToggleTime = os.clock()
local toggleDelay = 0.5 -- Delay in seconds before levitation can be toggled again
local function GetPlayerManager()
if PlayerManager == nil then
PlayerManager = sdk.get_managed_singleton("app.CharacterManager")
end
return PlayerManager
end
local function GetPlayerHuman()
local playerMgr = GetPlayerManager()
if playerMgr then
if HumanPlayer == nil then
HumanPlayer = playerMgr:call("get_ManualPlayerHuman()")
end
return HumanPlayer
end
return nil
end
local function GetHumanCommonActionCtrl()
local human = GetPlayerHuman()
if human then
if HumanCommonActionCtrl == nil then
HumanCommonActionCtrl = human:call("get_HumanCommonActionCtrl()")
end
return HumanCommonActionCtrl
end
return nil
end
local function resetScript()
PlayerManager = nil
HumanPlayer = nil
HumanCommonActionCtrl = nil
levitationEnabled = true -- Reset to default state
end
re.on_frame(function ()
local currentTime = os.clock()
if currentTime - lastToggleTime > toggleDelay then
HumanCommonActionCtrl = GetHumanCommonActionCtrl()
if HumanCommonActionCtrl then
HumanCommonActionCtrl:set_field("<IsEnableLevitate>k__BackingField", levitationEnabled)
end
lastToggleTime = currentTime -- Reset the timer after toggling levitation
end
local playerMgr = GetPlayerManager()
local isDead = playerMgr and playerMgr:call("get_IsManualPlayerDead()")
if isDead then
resetScript() -- Reset everything when the player dies
end
end)
This will also let you levitate even during fall animation so you can prevent fatal falls, it will be up today :)
Can one of the files block the freefall animation from occurring, so that the Arisen just bends through the knees instead of crashing flat on the ground, no matter the height?
It's a great mod, but yeah, no way to actively descend, and sheathing/unsheathing is rather tedious.