Absolutely recommended from play. I use them for my Khajiit pyro-monk as her main weapon. I often forget the length in first-person mode, but the staves' damage keeps thing balanced well. They're only sliiiightly stronger than any one-handed weapon, but are outclassed by any two-hander that you work on to the same power level. The war axe's speed is of course more agile, but not as quick. Would've been easier to make them as "quick" as maces, but the slightly-quicker swing works well. Adding compatibility with warhammers' Skullcrusher perk is just icing on the cake.
The only downside is the fact that there's no tiered drops or purchases, but it kinda makes them special? I usually leave a Woodcutter's Axe with Lydia and, when I get Smithing perks to make new stuff, I go borrow that specific burden she's sworn to carry. Then I trot my kitteh over to that one stump that Belethor's young ward chops at, get a drop of firewood, and make new staff. So not an issue.
So overall? An absolute classic weapon mod for me. Well-balanced and well-integrated into the game.
For an immersive animation, just stick to first person and type into console player.forceav weaponspeedmult 1.3 (play with this number to your liking, anywhere between 1.1 and 1.4 feels about right to me). As for making your character feel like a badass mage or priest defending himself, enchant your quarterstaff with a 1 (maybe 2) second paralyze enchantment. I just imagine a guy quickly smacking a couple of pressure points on a few bandits and them all dropping to the floor in pain. Once they're down or trying to get up, you can hit them with whatever spell suits what your character would do (suits Apocalypse - Magic of Skyrim spells really well https://www.nexusmods.com/skyrim/mods/16225 - available for SE too)
Hey @JZBai, I always thought that mages should be able to whap their opponents with their staves if the opponent/s got to close for them to cast spells, and after reading through the posts on your mod, I saw that a lot of other people felt the same way, but didn't know how it could be done where the mage could still cast spells. If you're still checking in on this mod, I have an idea for how it could work for not just the quarterstaves your mod adds, but for all the VANILLA staves as well.
1: Create a custom script for your quarterstaves that works like this:
Left click=normal spell. (left hold=power spell)
Right click=normal swing. (right hold=power swing)
Left and right click=normal magic swing. (left and right hold=power magic swing)
Yep. I'd really love to see something like Dark Messiah staff animations in Skyrim. But I'm satisfied with this mod, it's really fun to make use of the quarterstaves, especially if you have a decent combat mod that allows you to take good advantage of the weapon range.
I must say its a shame you gave up and just let it be included in the other mod this is my go to mod for priest and mages. I hope some day you get stirred to come back to this and go the next step to find a way to allow them to cast spells for the true mage staff that you can fight with and cast spells from. Also the Rod /half staff would be great. Is it possible for someone to get permission to take this to the next level of game play?
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The only downside is the fact that there's no tiered drops or purchases, but it kinda makes them special? I usually leave a Woodcutter's Axe with Lydia and, when I get Smithing perks to make new stuff, I go borrow that specific burden she's sworn to carry. Then I trot my kitteh over to that one stump that Belethor's young ward chops at, get a drop of firewood, and make new staff. So not an issue.
So overall? An absolute classic weapon mod for me. Well-balanced and well-integrated into the game.
1: Create a custom script for your quarterstaves that works like this:
Left click=normal spell. (left hold=power spell)
Right click=normal swing. (right hold=power swing)
Left and right click=normal magic swing. (left and right hold=power magic swing)
Mouse wheel hold=guard.
Mouse wheel hold+right click=normal staff jab. (mouse wheel hold+right hold=power staff jab)
2: Apply that custom script to all the vanilla staves as well.
To keep them balanced against the normal spells and normal swings, the magic swings'd cost both magicka AND stamina; only makes sense IMO.
I have NO idea how to mod myself, so I hope you take my idea under consideration.