About this mod
This mod updates the casting time for concentration spells and their magic effects such that they now take a moment to charge before the spell begins. The casting time is 0.33 seconds making them faster to cast than fire and forget spells. It gives concentration spells a bit of risk and a sense of power that was missing before.
- Requirements
- Permissions and credits
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Translations
- Russian
- Donations
Controlled Casting is compatible with all spells out of the box. The only reason to use Charged Concentration instead is if you have no other mods effect the vanilla spells and really care about the added charging sounds. I will look at add charging sounds as well to controlled casting at some point in the future. Unless there is a game breaking bug, I will no longer support this mod.
Overview
This mod updates the casting time for concentration spells and their magic effects such that they now take a moment to charge before the spell begins. The casting time is 0.33 seconds making them faster to cast than fire and forget spells. It gives concentration spells a bit of risk and a sense of power that was missing before.
Thanks and credit to DalkrBelladona for the mod thumbnail!
Further Details
Concentration spells and their magic effects have been edited to make them take 0.33 seconds to cast. I have added some additional sounds to the magic effects to represent them charging up.
I found it strange that I could not find any mods that have done something similar before. I primarily made this mod to compliment my other mod: Unattuned - Immersive Spell Failure. This mod, as the name suggests, introduces a spell failure mechanism. The charge time added by this mod gives concentration spells time to fail prior to the spell starting.
Additionally, I always felt that it would make concentration spells feel more powerful if you had to take a moment to charge them up. I feel that this does that.
In the future, I may add other optional casting times. However, for now, I feel 0.33 seconds is a nice balance.
Compatibility
This mod will be incompatible with any mod that alters vanilla spells and magic effects. I have included some compatibility patches/ consistency patches to extend these changes to the CC mods and to Mysticism.
I may make additional patches as for spell mods that I personally use. It is easy to patch these for yourself in xedit. Simply carry forward the changes to the casting time in both the spells and the magic effects.
Ultimately, without a patch, which ever mod loaded last will win the conflict battle. If you do not want to make a patch, load your other spell mods after this one. You will just not have the charge time for any overwritten spells.
If you do make a patch for another mod, you are welcome to either upload it yourself (and I will link to it if you let me know) or I will upload it as an optional file here and credit you for your help.
Permissions
Feel free to make any patches and upload them. No custom content or assets were used. Please just refrain from re-uploading these files to other sites. Selling these files is also not permissible.
Known Issues
Please let me know if you find any issues.
Occasionally, if you try to cast a spell too quickly right after you stop casting it will skip the cast time.