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OC

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OpheliaComplex

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About this mod

Sling spells with a one handed staff using a custom resource. Make mage characters fun again!

Requirements
Permissions and credits
Changelogs
Slinger adds a new system that lets your fire spells with attacks and power attacks, by paying with a new custom resource.

It adds a one-handed staff to the game you can sling with, pick it up in bleak falls barrow or through console.

Once equipped your character fires spells when you swing.
The resource bar controls how many spells you can fire and recharging costs magicka.

Slinging animation (imgur gif)

To change which spell is  being cast, simply equip any 1-handed, aimed, fire-and-forget spell in your left hand with the staff equipped.
This will update the spell being cast. 
This means that you cannot sling any concentration spells or self-targeted fire and forget spells, such as alteration armors etc.

Some custom animations for the attacks are implemented as well as a combo chain through DAR if standing still and slinging. 
I will try to add more animations in the future.

Reducing cost of charging is done through reducing cost of the spell you're slinging (perks, items etc). You need to re-equip the spell to update the cost.

To get a nice sheathe look, I recommend setting XP32 sheathe position of swords on back  (yep, the staff is just a 1h sword in disguise)
setting can be found here


F.A.Q. also known as "omg, it doesnt work?!"
*This mod runs on a start-game enabled quest with RefAlias properties, these might be finicky if installed mid-playthrough. So:
If you run into issues, please try with a new game and see if it works there, before chasing/reporting incompatibilities.


Requirements
SKSE
SkyUI
XP32MSSE (Xp32 Maximum Skeleton Special Extended). Technically optional, all animations I do will only consider this skeleton though.
DAR (Dynamic Animation Replacer). Technically optional, but you wont get any custom animations.


For modders

You can implement your own weapons and use Slingers system to launch spells/charge and get animations for them etc.
See modders resource file for an example .esp and script.

In short:
  • Slinger will accept any weapon that equips to right hand. You can register single weapons or entire formlist of weapons. You can also unregister weapons at a later time.
  • If you add the OC_staffSlingerKW to the weapon they will get Slingers DAR animations, if you omit the keyword they will still work & fire spells but without the custom animations.
  • You can update how fast the resource bar charges, and modify the Magicka cost for charging.

I will not cover how to create animations for DAR. If you know how to do it and want to, then feel free to copy the conditions in Slinger and add your animations on top/with higher priorities.


Changelog
V0.9
* The Slinger staff model has been picked apart and put together to make the rune animation more stable
    -Reduced emissive multiple on glowing textures to make them behave better when using some ENBs (let me know, I dont use ENBs)
* Removed the auto un- and re-equip feature for the offhand charge spell when equipping invalid spells.
* Some tweaks to the staff idle animation to decrease clipping with right leg
* No longer refills the charge bar when re-equipping the staff
* Staff no longer comes with Fireball as the starter sling-spell, you'll have to do with firebolt :)

v0.85
- No longer overwrite & thus break the Bloodscal Blade quest
- Introducing basic framework functionality, you can build your own mod on top of Slinger!
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