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.
Does that happen all the time, or did it just happen once?
You can always try opening the mod's MCM, navigating to the Troubleshooting tab and clicking on Reset Player. You can also adjust gravity under the Gameplay tab. Try jumping again. Try performing a super move, like dash or slam. Try equipping an item or drawing/sheathing weapons. If you have an idle animation player, or Poser HotKeys, try triggering an idle animation.
Hello! First off, such a very, very good mod! But for some odd reason I am not able to multi-jump. I do have your betterjumping config overwriting... but maybe I am having a deeper problem. Apparently I have double jump - parkour in skyrim and yet... I don't recall ever seeing those animations either. Hence why I forgot I had that mod.
I even have CGO lite but maybe it's still causing problems. I might just delete that mod tbh... if this is already going to have jumping attacks. I'll wanna switch to bfco later anyways.
I'm glad you like the mod overall even though you are having some problems.
To clarify, when you say you can't multi-jump, do you mean you can't perform three jumps at all or do you mean that the three jumps have the same animation?
Also, any mod that modifies the jump behavior graph has the potential to disrupt this mod's operation. Examples are any CGO mod that includes jump attacks. I believe CGO Lite works. Other potentially conflicting mods include Jump Behavior Overhaul (JBO), which changes falling/landing behavior, if I remember correctly.
I just had the idea that it might be super cool to have a Custom Skills perk tree for this mod. It would have no requirement and you'd spend regular perks for jumping. One for double jump, one for tripple jump, one for charged jump, ... Once the tripple jump gets unlocked, the tree would branch off to unlock the special abilities like dash and attack. Is there any chance you might ever consider such a thing?
That sounds like a good idea. I'll look into the custom skills tree implementation. I imagine that the tree would be pretty easy to implement. I'd also have to update my plugin and scripts to check for each skill rather than for a master level spell/ring.
The only problem with having a custom skills tree is that it adds a lot more maintenace on my end. I'd have to update both that version and the spell version. So while I'm not opposed to the idea, it'll have to wait until I finalize the mod's core. Right now I'm finishing up one other big update that improves the air dash and includes a landing system for different heights to create a complete jumping/landing package that integrates soft landing. I have a functional prototype, but I need to playtest it more.
Awesome, that sounds amazing. So even if you add a custom skill tree, you still want to keep the spell book version, correct? Is that because of dependency reasons? If not, you could make a bok tht opens the skill tree, if your only concerns are related to the custom skills menu.
I have no way of knowing how you ended up in that state, but you can always try to reset gravity. There are two easy ways to do that. First, in the Magical Jumping MCM, go to the Troubleshooting page and select the option to reset the player. Second, on the Gameplay page, set gravity to a new value.
Hi there. I've made the ring and can now perform the jumps beautifully. However, even though I've set the hotkeys in MCM, I'm not able to dash or do a slam attack? Is there anything I might be doing wrong? I've got Paraglider installed and some combat animations installed but I don't think they would be conflicting with this mod. Any advice? This is my current load order: https://pastebin.com/41Tgat21
Hello, maybe I am stupid but I just can't figure out how to change magical jump hotkeys. From the modpage they say you can setup those within MCM but I can't see any option related to that, even in the screenshots. I took a look at the ini file and nothing there as well...
mcm doesn't register the mod at all. i was using the April version and it just doesn't show up anymore with the new one. everything else was updated as well
This mod uses MCM Helper. I have found that sometimes MCM Helper-based mod menus don't always show up immediately. I think Papyrus can get overloaded with too many script threads attempting to register menus all at once.
I have found it useful to use MenuMaid2 to help. In the troubleshooting section of MenuMaid2 there are two options to force registration and to refresh menus. Try those two options and then wait several minutes. Once the missing menus appear, save your game, quit, relaunch and load the save.
This mod should not have any problem with Pandora. It relies on minimal behavior graph modifications through BDI and Payload Interpreter.
In the past I have used Pandora without a problem. But I haven't used the latest build of Pandora. I am currently using Nemesis. I would test, but switching between the two isn't a seamless process, and I have limited time these days.
idk why but the attacks make my character levitate like im falling and i cant do anything except moving until it ends, beside the magical jump attacks i dont have problems in my game!
That is most likely from a change in gravity that isn't getting resolved properly. You should be able to reset the state of the mod and prevent future problems like that by simply going to the Magical Jumping MCM, opening the Troubleshooting page and clicking the Reset Player option. Let me know if that helps.
If you can, upload a video so I can see. Show me your settings in Magical Jumping MCM and then perform the action that causes the problem.
Also, note that you may have problems if you update this mod mid-playthrough. The best way to update mid-playthrough is to remove this mod entirely. Run Resaver to clean your save by using the built-in features to delete unattached and undefined instances (you may also want to manually search for all scripts from this mod and remove anything lingering after auto cleaning). And play from the cleaned save.
1120 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.
You can always try opening the mod's MCM, navigating to the Troubleshooting tab and clicking on Reset Player. You can also adjust gravity under the Gameplay tab. Try jumping again. Try performing a super move, like dash or slam. Try equipping an item or drawing/sheathing weapons. If you have an idle animation player, or Poser HotKeys, try triggering an idle animation.
I even have CGO lite but maybe it's still causing problems. I might just delete that mod tbh... if this is already going to have jumping attacks. I'll wanna switch to bfco later anyways.
To clarify, when you say you can't multi-jump, do you mean you can't perform three jumps at all or do you mean that the three jumps have the same animation?
Also, any mod that modifies the jump behavior graph has the potential to disrupt this mod's operation. Examples are any CGO mod that includes jump attacks. I believe CGO Lite works. Other potentially conflicting mods include Jump Behavior Overhaul (JBO), which changes falling/landing behavior, if I remember correctly.
It would have no requirement and you'd spend regular perks for jumping.
One for double jump, one for tripple jump, one for charged jump, ...
Once the tripple jump gets unlocked, the tree would branch off to unlock the special abilities like dash and attack.
Is there any chance you might ever consider such a thing?
The only problem with having a custom skills tree is that it adds a lot more maintenace on my end. I'd have to update both that version and the spell version. So while I'm not opposed to the idea, it'll have to wait until I finalize the mod's core. Right now I'm finishing up one other big update that improves the air dash and includes a landing system for different heights to create a complete jumping/landing package that integrates soft landing. I have a functional prototype, but I need to playtest it more.
So even if you add a custom skill tree, you still want to keep the spell book version, correct?
Is that because of dependency reasons?
If not, you could make a bok tht opens the skill tree, if your only concerns are related to the custom skills menu.
I'm using a very stable modpack so I'd rather not update and break anything.
I have found it useful to use MenuMaid2 to help. In the troubleshooting section of MenuMaid2 there are two options to force registration and to refresh menus. Try those two options and then wait several minutes. Once the missing menus appear, save your game, quit, relaunch and load the save.
In the past I have used Pandora without a problem. But I haven't used the latest build of Pandora. I am currently using Nemesis. I would test, but switching between the two isn't a seamless process, and I have limited time these days.
Also, note that you may have problems if you update this mod mid-playthrough. The best way to update mid-playthrough is to remove this mod entirely. Run Resaver to clean your save by using the built-in features to delete unattached and undefined instances (you may also want to manually search for all scripts from this mod and remove anything lingering after auto cleaning). And play from the cleaned save.