I am sorry I have not been active lately. I spent most of the holidays with my family and getting some much needed rest and relaxation. While I am still grinding away at things, my modding activity is severely limited as I am now in the final few months of my PhD. From now until my dissertation defense this summer, I will likely not be doing much modding. I would like to think I will have a few months free after I defend, but I do not know when I may start working after I graduate.
I will try to mod when I have free time... I just may not have much for the next few months. Thanks for your understanding.
The mod now requires Dynamic Magic Modification Framework (DMMF)
Functionality is broadly the same. A few bugs that were reported (mainly enchanted weapons not draining charge properly) should be fixed.
You can now select which resource is used for casting for both players and NPCs (magicka vs health vs stamina) as well as set cost multipliers for each.
The json configuration system has been depreciated. A much more advanced configuration system can now be used with DMMF directly.
If you experience any issues, please do the following:
Confirm you have all required mods installed
Make sure you are on the latest version with all update files installed
Read through the description and look for known issues or updates
Make sure ControlledCasting.json is in your Data folder and is a valid json file.
If you've done the above and still have issues:
Please leave a comment or make a bug report
Include a link to the crash log and a link to the ControlledCasting.log (note this log will reset each time you restart the game so please copy it right after your crash/issue occurs)
If you copy and paste your logs directs, please use spoilers to prevent overly long messages
In addition to the logs, please give as much information as possible:
-Who was casting a spell (you or an NPC)? -Which NPC(s)? -Which spell(s)? -Where were you or the NPC(s) located? -If you think it is related to another mod, which mod?
In general, Controlled Casting should be compatible with everything, however, some mods add spells that are poorly/strangely made and cause issues. I have done my best to add fail-safes to the mod to prevent crashes in these cases, however, I cannot test every possible permutation of mod combinations so there may be incompatibilities I did not foresee.
Thank you so much AlchemicaMateria for this amazing mod!
I was having an issue with DMMF initially, but after I got it working this mod is awesome!
I love instant casting fireballs and the likes, which leads me to my question.
Is there a way to be able to spam projectile spells like fireball while holding down the button?
So, basically as long as I hold down my cast key, I'll rapid fire off fireballs or whatever spell it is?
I don't mind or care about the spell costs, as that will help with balancing, but I figure with instant casting I shouldn't have to keep tapping the button.
However, if that isn't possible or too difficult to implement, then thanks anyway and I'll make due with what I have!
Sorry for my noobness, but what number do I have to put in order to insta cast a fireball? Cloaks are insta casting, which is great, but other destro spells there's still the charging animation for 1,5 seconds
Is there please some way to affect only ward charge up times? Some overhauls kinda make wards work like shields, but with the increased casting times I am using for all spells to balance them out, this path is closed :(, any idea on what I could do?
Other than that, this mod can bring attack commitment to mages and so is essential for modern mage gameplay
You should look into making your own configuration file for DMMF (the mod this mod requires). You should be able set up an option that only effects wards by setting a condition that it must have the effect archetype that wards have (I think its like accumulate magnitude or something like that). If you need help, let me know and I can try to help.
Would it be possible to add a modifier for the charge time that affects dual-casting?
Keep up the good work.
Edit: Saw that you already had a separate mod Dual Casting effects charge time for this. Made some modifiers to the config, and made it an override instead of a multiplier, and now it works with the instant casting from this mod! (Would still be cool to have an MCM to tweak these settings though :) *wink* )
So very cool you added the ability to change what resource is used during casting, setting it to health totally makes your character a blood mage. That was really cool to stumble across.
Yup, there are some other mods that utilize DMMF (my mod that this mod relies on) to make some blood magic mods use health. This might be better if you want it just for specific spells. Otherwise, you can use Controlled Casting to affect all of your spells if you prefer it that way.
Interesting concept, but would be an entirely different mod. Tbh you are probably better off just using the lock on feature of True Directional Movement.
154 comments
I will try to mod when I have free time... I just may not have much for the next few months. Thanks for your understanding.
The mod now requires Dynamic Magic Modification Framework (DMMF)
Functionality is broadly the same. A few bugs that were reported (mainly enchanted weapons not draining charge properly) should be fixed.
You can now select which resource is used for casting for both players and NPCs (magicka vs health vs stamina) as well as set cost multipliers for each.
The json configuration system has been depreciated. A much more advanced configuration system can now be used with DMMF directly.
If you experience any issues, please do the following:
If you've done the above and still have issues:
- Please leave a comment or make a bug report
- Include a link to the crash log and a link to the ControlledCasting.log (note this log will reset each time you restart the game so please copy it right after your crash/issue occurs)
- If you copy and paste your logs directs, please use spoilers to prevent overly long messages
- In addition to the logs, please give as much information as possible:
-Who was casting a spell (you or an NPC)?-Which NPC(s)?
-Which spell(s)?
-Where were you or the NPC(s) located?
-If you think it is related to another mod, which mod?
In general, Controlled Casting should be compatible with everything, however, some mods add spells that are poorly/strangely made and cause issues. I have done my best to add fail-safes to the mod to prevent crashes in these cases, however, I cannot test every possible permutation of mod combinations so there may be incompatibilities I did not foresee.
Thank you so much AlchemicaMateria for this amazing mod!
I was having an issue with DMMF initially, but after I got it working this mod is awesome!
I love instant casting fireballs and the likes, which leads me to my question.
Is there a way to be able to spam projectile spells like fireball while holding down the button?
So, basically as long as I hold down my cast key, I'll rapid fire off fireballs or whatever spell it is?
I don't mind or care about the spell costs, as that will help with balancing, but I figure with instant casting I shouldn't have to keep tapping the button.
However, if that isn't possible or too difficult to implement, then thanks anyway and I'll make due with what I have!
Is there please some way to affect only ward charge up times? Some overhauls kinda make wards work like shields, but with the increased casting times I am using for all spells to balance them out, this path is closed :(, any idea on what I could do?
Other than that, this mod can bring attack commitment to mages and so is essential for modern mage gameplay
10/10 mod
Brilliant mod, that works great.
Would it be possible to add a modifier for the charge time that affects dual-casting?
Keep up the good work.
Edit: Saw that you already had a separate mod Dual Casting effects charge time for this. Made some modifiers to the config, and made it an override instead of a multiplier, and now it works with the instant casting from this mod! (Would still be cool to have an MCM to tweak these settings though :) *wink* )