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isADRI
isADRI

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Inquisitor V2 is here!

Left and Right Staff and Magic Behaviors now supported!

All magic/casts can be chained and can combo

Supports magic mods and staff mods


Just a few reminders and I'd appreciate if these are read

-remember, currently the left hand for vanilla is blended, this is Skyrim's vanilla design so if ABR 5.5.2 is not used, you won't have fully animated left hand behaviors and it will be blended which isn't a pretty thing, I also mentioned this to distar so he can make the necessary changes for skysa users

-self casting animations and behaviors are now instant when the toggle is pressed, there is a movement lock but self casts will no longer charge to keep a bit of balance


-all staffs and magic behaviors can both rapid fire at either hand, if you don't want this I'll be making a version where only staffs rapid fire or a version where there's no rapid fire, for those that request.


future plans are chainable Dual casting mod that can fluidly transition from either hand. 


Installation instructions similar to the previous version, use  any or all of my other projects like thu'um or fp revo or abr so you can toggle to the alternate magic state, have yet to make it have its own script as I expect everyone to have usually big esp lists and creating a script for this is not necessary if my other mods are installed, but if any of you here just use this mod out of my projects then let me know so i can make the script and esp. Thanks!

Inquisitor V2 is here!

Comments

Amazing job here ! just a question. what is this armor mod and your cloak animation mod ?

John carbonetti

this turned out to be a bug that was already in mod. Adri knows about him. It remains only to wait until he can fix it, because the problem is quite complex.

Love the animations. I'm having issues with aiming projectile spells though as they do not seem to travel towards my crosshair and are too far off either to the left or right depending on the animation I am executing. When I left-alt and switch to normal spells animations the projectile spells travel consistently. Any ideas or suggestions on what I can do ?

tudum Cancels the binding of the character to the place and you start running and casting supported magic animation. For example Flame. npc sometimes Freeze in place instead of casting spells (most likely the same AI problem that Distar was facing).Combat Behavior Improved, like TUDUM(occurs after the attack is canceled), now force the character to walk while left hand casting . If staff in right hand blocking(or is it generally a bug with the fact that the PC uses a staff instead of casting to Block ...) an attack while casting with the left hand, the character will also start move forward. all these bugs only occur with streaming spells that need to be maintained(except for the bug with the NPC).

CGO is a really tough mod to have. I'm not 100% sure but usually CGO(at least when I used it previously) was the culprit in not allowing some animations to work properly. Having said that, ADRI has a very detailed walkthrough of how to install ABR and CGO together in case you haven't seen that. However, from what you've typed, it seems the problem is elsewhere. I hope you find the answer!

BlazenMusic20

Best of the best)

I think I am doing something wrong with my installation because I cannot get this to work. I downloaded this mod, deleted the magic behavior in cgo and ran nemesis but, I cant get the behaviors to play. Thu'um and ABR function correctly when I right ALT just not this.

I had to "alt-tab" out of my game to leave a comment saying that this works fantastically with skysa v1.9. I've been avoiding magic gameplay because of all the amazing melee weapon animations, but this mod has returned balance! I finally get to level my destruction magic! You and all of the other animation modders have changed this game completely for me. The graphics now match the story line quality which now matches the combat quality. Perfection

BlazenMusic20

I intended for it to be toggleable in case specific spells would be clunky to operate but yes I can try to make a version for it not to be optional and be always active

ADRI

Hello, fantastic work as always! When I'm using Inquisitor v2 with ABR 5.5.2, I found out that to activate Inquisitor's features, I have to have Alt attack mode from ABR set to true in order for it to work. Is it possible to make it so that Inquisitor's features are always active regardless of ABR's attack mode?

tridbee

Technically yes, but two things are preventing me from making this fully AMR reliable right now , 1 is we cannot control number of casts/spell fire events. It seems we can only ever fire once per event pressing, I have been trying to find a way but right now I haven't found a solution, not stopping though 2nd is our animation rigs don't have the proper scripts for the events to determine magic triggers. Once an animation rig is made specifically for magic, then this will leave us with one less problem to worry about

ADRI

This is simply amazing. 10 years and 9000+ animation mods later, we finally get a true magic casting mod on par with modern combat animations, thank you! Regarding functionality, would it be technically possible to incorporate varying casting speeds and set animation movement (with AMR) to this system?

Lufaine

Follow up reminder, if anyone us using magic idle animation mods like smooth, right now the magic +weapon combo idle will be overwritten by your magic idle animation mod, i wasn't able to make my own magic idle animations yet because i only learned about this issue recently, v3 will resolve this by including dedicated weapon + magic idles apart from the dual magic combos that will also be included

ADRI


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