V2.7.1 is out! It has several new/updated features:
1.) Master level special moves:
A.) Slam attack. Holding a hotkey after jumping will cause the player to slam toward the ground, releasing a shockwave. The magnitude scales with height. Cone of effect has been increased.
B.) Air dash. Pressing a hotkey after jumping will launch the player forward. The player can jump up to two more times after dashing if the dash is performed after the first jump. You may now choose three different dash lengths from the MCM gameplay page. Please note that air dashing requires True Directional Motion to operate properly. You must set TCM to override vanilla acrobatics with a value of 0.100 or less, preferably 0.25. See the installation instructions for more information.
C.) Air attack. Holding a hotkey while performing the second or third jump will release a powerful wave. Modified in v2.3 so the magnitude scales with distance (e.g., closer is stronger). Cone of effect has been narrowed.
D.) Super jump. Hold hotkey to charge the jump. The next jump will have an increased height. The hotkey and height may be set through the MCM.
2.) Jump direction change. Each jump will add a small amount of velocity along the currently held direction as long as the current jump direction is different from the previous jump direction.
3.) Many more MCM customization options. Audio, visuals, magicka, stamina and other gameplay options may be tweaked as desired. There are also new troubleshooting options and the ability to edit hotkeys through the MCM (many require game restart to properly update the DLLs).
Please ensure you have all requirements installed. Assuming you have done so, here are answers to some common questions. If you can't find an answer in this FAQ or by searching this forum, please ask (see FAQ 8).
FAQs:
Q1: Why can I multi-jump, but I don't see animations, effects or sounds? A1: You are most likely using a mod that modifies vanilla jump behaviors in a disruptive way. Examples include Jumping Attack and Combat Gameplay Overhaul (any version that adds jump attacks). If you use CGO, try Distar's CGO Lite instead. Other than that, there is currently no solution besides disabling those mods. The author of Jumping Attack is remaking that mod and will hopefully find an implementation that doesn't disrupt vanilla jump mechanics. You can also try my Magical Jumping - Jumping Attack Addon.
Alternatively, you may have a perk overhaul installed and you have your character has the alterationnovice00 perk, which is the first perk from the vanilla alteration tree. See the next sticky post for held with perk overhauls.
Q3: Why can I see animations, effects and sounds, but I can't multi-jump? A3: It sounds like you might not have Better Jumping installed, or that you are somehow overwriting my better jumping config file. Make sure BetterJumpingSE.txt from this mod is loaded last.
Q4: I don't like the audio/visuals, can I disable them? A4: From v.2.3 onwards, pretty much all audio and visual effects may be toggled.
Q5: Can you provide different colors? A5: I will consider adding additional themes in the future. Or I will ensure that all visual effect NIFs are exposed so users can change them.
Q6: For some reason I'm still able to multi-jump after the effects have worn off, what gives? A6: Some of this mod's features rely on Papyrus scripting. It's possible things may get out of sync. Examples include getting stuck or floating in air. To fix these problems enter the MCM and toggle reset player on the troubleshooting page. This will reset all variables. If you experience a problem like this, please create a bug report detailing what you were doing in game (e.g., going to sleep, resting, opening/closing containers, triggering an activator, opening a menu, loading the game, etc.) so I can try and recreate the situation and create an error check to prevent desync.
Q7: I installed the Jumping Attack Addon, but the MCM doesn't see it? A7: That does happen for some people. It probably depends on how you installed. If you upgraded without a clean save, the problem is more likely. Until I can track down the issue, try these things:
1.) In your old save, make a new save game, quit Skyrim, start the game again and reload your new save game. That should bootstrap the MCM and perform a check to make sure the jumping attack plugin is loaded.
2.) Launch the game and start a new game. See if the MJ - Jumping Attack Addon plugin is detected by the MCM. If it is, then you'll probably need to clean your old save (e.g., remove MJ, make a new save, clean it, reinstall MJ--check main MJ page for more info).
4.) Open the console (e.g., '~') and type the following without quotes: "set MJ_MCM_JumpingAttackInstalled to 1". That will force the variable to the on state so you can set your hotkeys through the MCM. It's okay if the variable reverts later because it doesn't control anything else except the visibility of the jumping attack controls in the MCM.
Q8: My hotkeys do not work? A8: From v.2.7.0+ hotkeys are handled by MCM Helper instead of dTry's Key Utils. Make sure to reset your hotkeys through the MCM.
Q9: I am using Magical Jumping 2.7.0+ with Skryim SE 1.5.97 and the game is crashing or glitching out. A9: The Magical Jumping 2.7.0+ ESP uses the new form 1.71. You may need to install this fix to allow the newer ESLs to work with 1.5.97.
Q10: I have another issue, what do I do? A10: Here's a few general tips to try:
1.) Try to recreate the issue on a new character. If you cannot, you might need to clean your save. The description has a clean save procedure.
2.) Redownload the mod. Sometimes downloads break in transmission.
3.) Reinstall the mod. Sometimes installing another mod may break already installed ones.
4.) Search this forum for answers. I've already answered many problems.
5.) If all else fails, feel free to ask here. Please provide me all relevant information, including a precise description of the problem (videos may be helpful if you find writing in English difficult), version number, error messages, a list of potentially conflicting mods (e.g., animation mods and anything that impacts jumping, sprinting or movement) and any troubleshooting steps you have taken.
Q11: I have an awesome idea for your mod, would you like to hear it? A11: Absolutely! I will consider all good faith suggestions. I can't promise that I can make them work, but I like the challenge.
Q12 The special moves and direction change seem to snap or move in a jerky way. Is that normal? A12: No. All those animations are animation driven and should be smooth. They are balanced against True Directional Movement's acrobatic controls. You need to open up the True Directional Movement MCM, go to the Miscellaneous page and enable Acrobatic Control. Set Acrobatic Control to 0.025.
Ordinator: No patch needed. Simply ensure that Ordinator is loaded after Magical Jumping. Vokriinator Black: No patch needed. Ensure that Vokriinator Black is loaded after Magical Jumping. Vokrii: Magical Jumping-Vokrii Patch Adamant: Magical Jumping-Adamant Patch Others: Try loading them after Magical Jumping. If that doesn't work, let me know because a patch may be necessary.
Menu maiden worked! The mod is mostly working but dashing doesn't work. after jumping and using my dash hotkey and my character does the animation but he does not move fast, he just dashes a couple meters forward with same speed
You need to have Animation Motion Revolution and Behavior Data Injector / BDE Universal for the dash to work. I also suggest using True Directional Movement and setting the Miscellaneous option to Override Acrobatics with a value of 0.025. That will allow the dash to play out without the harsh damping imposed by vanilla acrobatics. The only downside is that you won't be able to easily change direction in the air when jumping a second or third time.
There is an issue where a stack overflow occurs. It reports the size as 0, but when checked with the resaver, a large number of frames are being generated. Even though an optional file is being used, the problem is not resolved.
How do i make it so that when using air dash it doesnt make a weird gliding pose towards the end of the dash and instead make it like in the video where it plays the landing animations instead
Hello Dunk, your mod is beautiful when combined with draconic and fly animation, close to being a next-generation game. I have a suggestion to enhance immersion with your mod, because I would like my character to start as nothing and have the ability to learn this type of magical jump spells. I would ask for an option in the MCM to enable and disable the mod to also enjoy jump mods for more common characters who have not yet become powerful, Or a spell book that you buy from toldfir to activate and deactivate it to your liking. I prefer the book, thank you
Those features you recommend are already included in the mod. Enable lore-friendly mode in the MCM menu. Then you can purchase a spell book from Tolfdir.
Welcome! Modding is a fun and challenging endeavor itself, even if you don't play much.
There are two types of load orders to consider. The first is file load order and the second is plugin load order. The file order determines what kinds of assets get loaded, like sounds, meshes, textures and animations. The plugin load order determines the plugin that will control the game logic. That means things like game variables, scripts and game databases.
This mod should be loaded after its requirements. For example, this mod depends on Better Jumping SE (BJSE). BJSE includes one settings file that is overwritten by this mod. This mod, however, does not overwrite any of its other requirements.
All addons for this mod should be loaded after the main mod. Allow the addons to overwrite this mod.
I don't believe this mod conflicts with XPMSSE, XP32, PapyrusUtil. Generally speaking, those are examples of core mods that provide an expanded toolbox for modders. If a mod overwrites them, you need to be certain that you want to override the mod. The best way to understand if you should overwrite a core mod, is to consult the mod page of the mod that wants to overwrite the core mod. It should explain why it is overwriting a core mod.
Neat, it worked! The problem was the addons and placing them after the main mod worked. Rest of them were fine and placed before the main mod. I kept the core mods at the bottom tho just in case they dont mess it up (not that they did before).
I had a question. I installed the mods and all the patches I could find but I'm having an issue where when I jump with a weapon drawn it just has my character basically float higher in the air and doesn't have any animations tied to it. It does occasionally work but most times there is no animation which is why it's odd. Sometimes I can get the first jump animation but no additional ones.
When I jump with weapons sheathed it works fine. Is this possible a conflict with animations as I do have OARs installed. I do not have CGO but also do have true directional movement but toggling it's override acrobatics setting changes nothing.
Are there any other known conflicts that could cause this?
Please check if you have Jumping Attack by NickaNak. BFCO also has jump attacks, but I'm not sure if it conflicts.
If neither of those options help, look to see if you have any other mods that alter jump behavior. You will know them because they add different jump states (e.g., attacking in mid-air) and require you to run Nemesis in order to patch the behavior graph that defines the different types of movement states a character may enter.
I don't have any animations or effects, I'm pretty sure Ihave all the requirements, and none of the attacks work, dash works and i can jump 3 times, does anyone know what the problem could be?
Hello! Any chance at all this mod could be causing my character to float in the air after jumping? Not that where you're floating above the ground but full on stuck in a jumping animation and levitating. I've got the smooth jump add-on if that explains anything
Ah, but resetting didn't fix anything... Hmm... I had lore-friendly mode enabled too so maybe it's not even relating to this mod since I didn't have the ring equipped.
Might have a weird glitch but first my setup: Using controller with the patches for Jumping Attack Addon, First Person Addon, Adamant Patch and the Hand to Hand Adament Patch. Patched animations with Pandora. I am using the non lore friendly way to jump in the settings (MCM)
The issue is sometimes I will "micro" teleport when jumping. It's not every time, maybe every 5th or 6th combination of jumps and not always the first or second jump. It's not game breaking, but it has led to some funny cliff dives. I can confirm it's an issue entirely on controllers, as I have tested it on MKB. Any suggestions on solutions?
Edit: Narrowed it down to it happening if I am holding forward, jumping, going any other direction, then jumping again. This causes some kind of weird catchup to occur where it skips movement and animation and places the player where they "should" have landed. Maybe worth mentioning I have True Directional Movement installed
Thank you for the hard work you've put into this mod! It's incredible! I am stupid. There is a setting in the MCM to disable this (Jump Direction Change in Gameplay). Leaving this up in case someone else follows my path of folly.
I'm glad you figured it out! And I'm glad you like the mod!
Below is some more information, which might help you in configuring your setup.
True Directional Movement (TDM) has a feature that allows players to override vanilla acrobatic (air) control. At the TDM default setting of 0.025 (or is it 0.25?), TDM effectively preserves the momentum of jumps. This means you cannot easily change direction in mid air when jumping a second or third time, which is a limitation from my perspective. If you turn off the TDM acrobatic feature, or set it to 1.0, then you will see the "vanilla" behavior that allows the player to change direction in mid air. Of course, it's not really vanilla behavior since vanilla Skyrim does not allow multiple jumps. In any case, there is a hidden bonus to TDM's acrobatic feature, which is that when you air dash, you will not be slowed, so that the player character will follow a nice arc. If you disable TDM's feature, you will see that your air dash decelerates very quickly.
Because TDM's API does not allow for other mod authors to alter the amount of TDM-imposed acrobatic control dynamically, I created the directional change feature to simulate directional changes when using TDM. So when you jump a second or third time, my mod uses animation annotations to move the player a small amount forward in the direction of the second/third jump. This is fine as long as you are using TDM's acrobatic control; if not, you will observe very jerky behavior.
1146 comments
1.) Master level special moves:
A.) Slam attack. Holding a hotkey after jumping will cause the player to slam toward the ground, releasing a shockwave. The magnitude scales with height. Cone of effect has been increased.
B.) Air dash. Pressing a hotkey after jumping will launch the player forward. The player can jump up to two more times after dashing if the dash is performed after the first jump. You may now choose three different dash lengths from the MCM gameplay page. Please note that air dashing requires True Directional Motion to operate properly. You must set TCM to override vanilla acrobatics with a value of 0.100 or less, preferably 0.25. See the installation instructions for more information.
C.) Air attack. Holding a hotkey while performing the second or third jump will release a powerful wave. Modified in v2.3 so the magnitude scales with distance (e.g., closer is stronger). Cone of effect has been narrowed.
D.) Super jump. Hold hotkey to charge the jump. The next jump will have an increased height. The hotkey and height may be set through the MCM.
2.) Jump direction change. Each jump will add a small amount of velocity along the currently held direction as long as the current jump direction is different from the previous jump direction.
3.) Many more MCM customization options. Audio, visuals, magicka, stamina and other gameplay options may be tweaked as desired. There are also new troubleshooting options and the ability to edit hotkeys through the MCM (many require game restart to properly update the DLLs).
4.) Support for a First Person addon and a Jumping Attack addon.
5.) Improved keyboard and gamepad hotkey support.
Have fun! The FAQ below and the description should answer most questions.
Please let me know of any problems and further suggestions.
FAQs:
Q1: Why can I multi-jump, but I don't see animations, effects or sounds?
A1: You are most likely using a mod that modifies vanilla jump behaviors in a disruptive way. Examples include Jumping Attack and Combat Gameplay Overhaul (any version that adds jump attacks). If you use CGO, try Distar's CGO Lite instead. Other than that, there is currently no solution besides disabling those mods. The author of Jumping Attack is remaking that mod and will hopefully find an implementation that doesn't disrupt vanilla jump mechanics. You can also try my Magical Jumping - Jumping Attack Addon.
Alternatively, you may have a perk overhaul installed and you have your character has the alterationnovice00 perk, which is the first perk from the vanilla alteration tree. See the next sticky post for held with perk overhauls.
Q3: Why can I see animations, effects and sounds, but I can't multi-jump?
A3: It sounds like you might not have Better Jumping installed, or that you are somehow overwriting my better jumping config file. Make sure BetterJumpingSE.txt from this mod is loaded last.
Q4: I don't like the audio/visuals, can I disable them?
A4: From v.2.3 onwards, pretty much all audio and visual effects may be toggled.
Q5: Can you provide different colors?
A5: I will consider adding additional themes in the future. Or I will ensure that all visual effect NIFs are exposed so users can change them.
Q6: For some reason I'm still able to multi-jump after the effects have worn off, what gives?
A6: Some of this mod's features rely on Papyrus scripting. It's possible things may get out of sync. Examples include getting stuck or floating in air. To fix these problems enter the MCM and toggle reset player on the troubleshooting page. This will reset all variables. If you experience a problem like this, please create a bug report detailing what you were doing in game (e.g., going to sleep, resting, opening/closing containers, triggering an activator, opening a menu, loading the game, etc.) so I can try and recreate the situation and create an error check to prevent desync.
Q7: I installed the Jumping Attack Addon, but the MCM doesn't see it?
A7: That does happen for some people. It probably depends on how you installed. If you upgraded without a clean save, the problem is more likely. Until I can track down the issue, try these things:
1.) In your old save, make a new save game, quit Skyrim, start the game again and reload your new save game. That should bootstrap the MCM and perform a check to make sure the jumping attack plugin is loaded.
2.) Launch the game and start a new game. See if the MJ - Jumping Attack Addon plugin is detected by the MCM. If it is, then you'll probably need to clean your old save (e.g., remove MJ, make a new save, clean it, reinstall MJ--check main MJ page for more info).
3.) Try refreshing the MCM with Menu Maid.
4.) Open the console (e.g., '~') and type the following without quotes: "set MJ_MCM_JumpingAttackInstalled to 1". That will force the variable to the on state so you can set your hotkeys through the MCM. It's okay if the variable reverts later because it doesn't control anything else except the visibility of the jumping attack controls in the MCM.
Q8: My hotkeys do not work?
A8: From v.2.7.0+ hotkeys are handled by MCM Helper instead of dTry's Key Utils. Make sure to reset your hotkeys through the MCM.
Q9: I am using Magical Jumping 2.7.0+ with Skryim SE 1.5.97 and the game is crashing or glitching out.
A9: The Magical Jumping 2.7.0+ ESP uses the new form 1.71. You may need to install this fix to allow the newer ESLs to work with 1.5.97.
Q10: I have another issue, what do I do?
A10: Here's a few general tips to try:
1.) Try to recreate the issue on a new character. If you cannot, you might need to clean your save. The description has a clean save procedure.
2.) Redownload the mod. Sometimes downloads break in transmission.
3.) Reinstall the mod. Sometimes installing another mod may break already installed ones.
4.) Search this forum for answers. I've already answered many problems.
5.) If all else fails, feel free to ask here. Please provide me all relevant information, including a precise description of the problem (videos may be helpful if you find writing in English difficult), version number, error messages, a list of potentially conflicting mods (e.g., animation mods and anything that impacts jumping, sprinting or movement) and any troubleshooting steps you have taken.
Q11: I have an awesome idea for your mod, would you like to hear it?
A11: Absolutely! I will consider all good faith suggestions. I can't promise that I can make them work, but I like the challenge.
Q12 The special moves and direction change seem to snap or move in a jerky way. Is that normal?
A12: No. All those animations are animation driven and should be smooth. They are balanced against True Directional Movement's acrobatic controls. You need to open up the True Directional Movement MCM, go to the Miscellaneous page and enable Acrobatic Control. Set Acrobatic Control to 0.025.
Ordinator: No patch needed. Simply ensure that Ordinator is loaded after Magical Jumping.
Vokriinator Black: No patch needed. Ensure that Vokriinator Black is loaded after Magical Jumping.
Vokrii: Magical Jumping-Vokrii Patch
Adamant: Magical Jumping-Adamant Patch
Others: Try loading them after Magical Jumping. If that doesn't work, let me know because a patch may be necessary.
If Magical Jumping does not appear in your MCM, try using Menu Maid and forcing registration of menus.
Those features you recommend are already included in the mod. Enable lore-friendly mode in the MCM menu. Then you can purchase a spell book from Tolfdir.
What should be my load order? Where do I put the main file, addons, requirements, etc?
edit: I also have files like xpmsse, xp32, papyrusutil downloaded. Should I overwrite them?
There are two types of load orders to consider. The first is file load order and the second is plugin load order. The file order determines what kinds of assets get loaded, like sounds, meshes, textures and animations. The plugin load order determines the plugin that will control the game logic. That means things like game variables, scripts and game databases.
This mod should be loaded after its requirements. For example, this mod depends on Better Jumping SE (BJSE). BJSE includes one settings file that is overwritten by this mod. This mod, however, does not overwrite any of its other requirements.
All addons for this mod should be loaded after the main mod. Allow the addons to overwrite this mod.
I don't believe this mod conflicts with XPMSSE, XP32, PapyrusUtil. Generally speaking, those are examples of core mods that provide an expanded toolbox for modders. If a mod overwrites them, you need to be certain that you want to override the mod. The best way to understand if you should overwrite a core mod, is to consult the mod page of the mod that wants to overwrite the core mod. It should explain why it is overwriting a core mod.
When I jump with weapons sheathed it works fine. Is this possible a conflict with animations as I do have OARs installed. I do not have CGO but also do have true directional movement but toggling it's override acrobatics setting changes nothing.
Are there any other known conflicts that could cause this?
If neither of those options help, look to see if you have any other mods that alter jump behavior. You will know them because they add different jump states (e.g., attacking in mid-air) and require you to run Nemesis in order to patch the behavior graph that defines the different types of movement states a character may enter.
Might have a weird glitch but first my setup:
Using controller with the patches for Jumping Attack Addon, First Person Addon, Adamant Patch and the Hand to Hand Adament Patch. Patched animations with Pandora. I am using the non lore friendly way to jump in the settings (MCM)
The issue is sometimes I will "micro" teleport when jumping. It's not every time, maybe every 5th or 6th combination of jumps and not always the first or second jump. It's not game breaking, but it has led to some funny cliff dives. I can confirm it's an issue entirely on controllers, as I have tested it on MKB. Any suggestions on solutions?
Edit: Narrowed it down to it happening if I am holding forward, jumping, going any other direction, then jumping again. This causes somekind of weird catchup to occur where it skips movement and animation
and places the player where they "should" have landed. Maybe worth
mentioning I have True Directional Movement installed
Thank you for the hard work you've put into this mod! It's incredible!
I am stupid. There is a setting in the MCM to disable this (Jump Direction Change in Gameplay). Leaving this up in case someone else follows my path of folly.Below is some more information, which might help you in configuring your setup.
True Directional Movement (TDM) has a feature that allows players to override vanilla acrobatic (air) control. At the TDM default setting of 0.025 (or is it 0.25?), TDM effectively preserves the momentum of jumps. This means you cannot easily change direction in mid air when jumping a second or third time, which is a limitation from my perspective. If you turn off the TDM acrobatic feature, or set it to 1.0, then you will see the "vanilla" behavior that allows the player to change direction in mid air. Of course, it's not really vanilla behavior since vanilla Skyrim does not allow multiple jumps. In any case, there is a hidden bonus to TDM's acrobatic feature, which is that when you air dash, you will not be slowed, so that the player character will follow a nice arc. If you disable TDM's feature, you will see that your air dash decelerates very quickly.
Because TDM's API does not allow for other mod authors to alter the amount of TDM-imposed acrobatic control dynamically, I created the directional change feature to simulate directional changes when using TDM. So when you jump a second or third time, my mod uses animation annotations to move the player a small amount forward in the direction of the second/third jump. This is fine as long as you are using TDM's acrobatic control; if not, you will observe very jerky behavior.