specific sneak idles for highheels require pca high heels esp and wear the ring to apply to use.
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Changelogs
Version staffcast 1.03-Beta
Add breathing motion (soul inject) for base part(stance idle and readyloop), not yet apply to additional condition.
Version spm handscast 1.03
adjust ritualspell_charge and ritualspell_release idle animatons.
dmag and ritualspell group move to specifc dar folder (16031960), with dar condition setup, "Lighting Storm" master spell will no longer using relating animations.
adjust mlh + right 1hm/dag equip(back) idle animations.
adjust dodge style 02(bw).
add mrh+left hand restoration specific file for dodge style 02(bw). (16031981)
add mlh+right weapon specific file for dodge style 02(bw). (16031982)
add mlh restoration+right weapon specific file for dodge style 02(bw). (16031983)
add mag walk and run bw idle animations which is missing at previous version.
add left hand restoration specific condition walk and run bw idle animations which is missing at previous version.
adjust mlh readyloop.
Version spm handscast 1.021
fix "dmagselfrelease" style03 wrong format, replace "ritualspell_charge" to the last adjust version.
Version spm handscast 1.02
add back equip/unequip option for mlh+right weapon.
add walk and runbackward for mag and magcast.
add walk/runbackward specific for left hand restoration spell equiped position.
add dodge fw/bw specific for left hand restoration spell equiped position.
add dodge fw/bw specific for mlh+right weapon.
add dodge fw/bw specific for mlh restoration+right weapon.
ritualspell_charge adjust.
change dodge dar folder asign, style 01 asign to 1603197x, style 02 asign to 1603198x.
add finger motion for left spell+right weapon mlh_idle.
add finger motion for left restoration spell+right weapon mlh_idle.
remove mt_sprintforward.
Version spm handscast 1.01
add finger motion for mlh/mrh readyloop.
change default dar folder "16031901" to "16031900", remove "random" value.
Version spm handscast 1.0
Add finger motion for "dmagselfconcharge".
Add two dodge fw/bw style for spm. (tkdodge re required) those dodge style are asign in different dar folder, you can pick all style and setup random value with dar condition, which allow you apply to use random dodge style each time you dodge. "16031980" "16031981"
"dmagselfrelease" style1,2,3 asign to different folder, you can pick all style in fomod install process and setup random value with dar condition, which allow you apply to use random dmagselfrelease style each time you release relating spell... "16031901" "16031902" "16031903"
Add ritualspell_charge/readyrelease.
Version spm beta1.05
improve mrh selfcast group("readyloop" "release"). with specific adjusted files for both hands also equipping restoration spell.
add specific condition for staff left with empty right hand.
add bound sword idle animation specific for left staff cast bound sword.
Version spm beta1.021
staff group beta release.
algin 1hm bound sword.
algin dw and magic sprint.
adjust mrh release.
mag and magcast walk fw adjust
Version spm beta1.02
algin all cast action position. change condition structure.
Version spm beta1.01
"magic animations overhaul" is outdated, now it is rename and defind to PCA branch mod "PCA - Spell Master".
Version magic cast 1.1 (outd
from version 1.1, "Pretty Cast Animations" is rename to "Magic Cast Animations Overhual".
Damage Cast group animations renew.
Self Cast group renew and add left hand casting animations.
Version handscast 1.09-beta
fix wrong format animation files.
add breathing and finger motion for dmagaimconcharge.
add finger motion for mlh/mrh idle with general spell.
add finger motion for mlh/mrh idle with restoration spell.
correct sneak dar conditon.
Version handscast 1.08-Beta
add new boundsowrd equip/unequip idle animations, redefined bound 1hm weapon(1hm/dagger) dar condition.
add breathing motion for more additional condition idle.
adjust mrh and mlh self cast group. (precharge/chargeloop/preready/readyloop/release etc....)
mag run and sprint idle animations asign to specifc dar folder, defualt setup only when character left or right hands equiped magic spell can apply to use relating animation files.
add bound "1hm weapon" dar folder specifc for mrh bound sword/dagger with left hand spell equiped condition. 16032350"
add bound "1hm weapon" dar folder specifc for mrh bound sword/dagger with left hand restoration spell equiped condition. "16032351"
add bound "1hm weapon" dar folder specifc for mrh bound sword/dagger with left hand empty condition. "16032352"
add bound "1hm weapon" dar folder specifc for mrh bound sword/dagger with left hand weapon equiped condition. "16032353"
add bound "1hm weapon" dar folder specifc for mlh bound sword/dagger with right hand empty equiped condition. "16032354"
add dar folder which contain specific adjust pca sneak style 01 for match spm spell casting position. "16031996"
add dar folder which contain specific adjust pca sneak style 01 for match spm spell casting position with highheels. "16031997" require main pca highheels esp to work.
add dar folder which contain specific adjust pca sneak style 01 for match spm left hand restoration spell casting position. "16031998"
add dar folder which contain specific adjust pca sneak style 01 for match spm left hand restoration spell casting position with highheels. "16031999" require main pca highheels esp to work.
add dar folder specific for mrhself spell equiped and left hand empty. "16031903"
dmagselfconloop idle adjust.
Version handcast 1.06-Beta
Add breathing motion (soul inject) for base part(stance idle and readyloop), not yet apply to additional condition and selfcast group.
Adjust mrh_preaimedcon and mrh_aimedconcentration to correct the facing direction.
Description: Vanilla skyrim cast animations is worst, So I decide to build a new cast set. It is large project, Skyrim cast set contain and base from many cast animations group. eg:(mag, magcast, mlh, staff(left hand) mrh, staffright(right hand, and more..) and each group contain at least 4 idle animations, eg"("mag" walk fw, walk bw, run fw, run bw, "mlh" precharge, chargeloop, prepready, readyloop, release...) and some of their behavior is affecting each other between "magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idle animations" as well. However, After long time, I find a position solution that make cast idle can be look better and more smooth compatible in different state even they are affecting each other, Now the base part is done.
There is all I can do for cast animations can get best and better, maybe you will see some thing still not good or you think it can be looks better, but before you complain that I need to let you know, some rules are fixed in the vanilla behavior system, As I say their nodes are affecting each other "between magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idles.
For example, You have an idea that cast animations can looks how pretty good, But when casting spell in different state, eg: sneaking or running, Some of character body nodes will be driven by other parent nodes base on behavior setting, So no matter you how to rotate/twist it, even you already adjust the run or sneak idles to match the cast animations it will just always keep the vanilla coordinate.
2022 update: Fortunatety, In past couple years, dar is come out, seems we can use it to defined when to play what animations with condition setup, it may help we solve some problems/limitation for mag group.
I just try to find out any parent hkxs which are driving those cast animations, then adjust and export those action.hkx for match specific casting scenarios, and put them to specific dar folder. base on dar condition setup, specific cast scenarios will only read specific animations under specific dar folders. avoid as much as possible for any parent drive action may affect casting group.
Note: The default bound 1hm weapon spell dar condition only contain skyrim vanilla bound sword and dagger spell, if you want those animations apply for additional bound weapon which from other spell mod, you need manully add the spell formid which should be found from relating mod esp. PCA - Spell Master are using dar(Dynamic Animation Replacer) to setup animations play scenarios, So DAR is required.(2022 updated)
Installation: Recommended to use with True Directional Movement or PC Head Tracking or kind of relating mod which can let your character keep facing the camera direction, because the behavious limit/parent driven, some spell idles in stance mode the facing direction may have little bit deviate from camera side, above head track mod should slightly improve the situation.
Download and use mod manger to install, simple and quick. Highy Recommended to use with my PCA - Weapon Master , If you happy to use this mod, dont forget come back to endorse my works. Thanks~ Pending: Add beathing motion for any necessary mag/staff idles. Add master spell casting animations. Combine mag and staff.