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_kmatt_

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AlchemicaMateria

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About this mod

A highly customizable charge time overhaul implemented via a Clib NG plugin! Control how long spells, scrolls, and staves take to cast. Use the MCM to set multipliers, modifiers, and overrides to charge times. You can add a broad multiplier to all spells, or set individual modifiers based on school and rank. Effect both player and NPCs separately!

Requirements
Permissions and credits
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Hello! Please check out my Patreon for general updates about my mods as well as sneak peaks of future projects (it's free)! 

Now Requires DMMF!!

Overview:


A highly customizable charge time overhaul implemented via a commonlib NG SKSE plugin! Control how long spells take to cast. Use the MCM to set multipliers, modifiers, and overrides to charge times. You can add a broad multiplier to all spells, or set individual modifiers based on school and rank. NPCs are also included! You can alter concentration spells and fire and forget spells independently. By mixing and matching different modifiers, and by utilizing the new JSON system, you can finely tune how long each spell takes to cast.

Compatible with all spells!

Do you feel like enemy mages spam you with fireballs? Worry no more, you can make them take longer to cast. 

Do you wish you truly had unlimited power? Cast Lightning Storm instantly!

Unlimited Power:

Default Lightning Storm:


After embracing the Dark Side of the Force:


Requirements:


  • SkyUI (Required for MCM)
  • SKSE (make sure you have the correct version)
  • Address Library (make sure you have the correct version)
  • PO3 Tweaks
  • As of v2.0.0, Spell Extender is no longer needed (is required for earlier versions)
  • MCM Helper (for v2.0.0 and above)
  • Dynamic Magic Modification Framework (DMMF) - for V3.0.0 and above.

Important Updates:

  • v2.1.0 has been released! Added scroll and staff support! Reduced/eliminated some crashes. Mihail's golem mods should work without issue now.
  • If using v2.0.0, please install the update file! Fixes some issues with other mods that caused a crash.
  • If experiencing crashes due to a specific spell (for example the golem cloak from Mihail's golem mods) please download v2.0.2 update file and follow the instructions below.
  • V2.0.0 has been released! This is a completely re-written version of the mod and runs entirely via an SKSE plugin. The included .esp is only for the global variables and the MCM. The only Papyrus script is for the MCM.
  • Spells can now be customized individually using an included .json configuration file.
  • No longer requires Spell Extender or SPID
  • Older version are still available, but will no longer be supported
  • MCM Helper is now required. When updating from earlier versions, please complete a clean uninstall of the mod and ideally clean your save with ReSaver to prevent issues with the new MCM script
  • You will need to reconfigure your MCM after upgrading

Installation:


  • Make sure all dependencies are installed. 
  • Install with your mod manager of choice

If updating from a previous version, there may be issues with the MCM menu. Please clean your save after removing the mod to remove any scripts that may remain. Also please delete your ControlledCasting.ini from the Data/MCM/Settings folder and re-configure your MCM to prevent MCM issues. 

Mod Details:

Fire and Forget:

Default 0.5s Charge Time:


Instant (0s) Charge Time with Mod:



There are overrides and multipliers.

Overrides set the base charge time to whatever you set the override value to. For example, you can make it so all master level spells take 1.5 seconds to cast. This will be further modified by any multipliers you have set.

Multipliers do as their name suggests - they multiply the charge time. There are overarching multipliers for all spells and then school and difficulty specific multipliers. These all stack. So if you have a 2x multiple for destruction and a 1.5x multiplier for adept. An adept destruction spell will take 3x longer to cast. 

Concentration:

Default 0s Charge Time:


Now has a short charge time:


There are overrides and modifiers.


Overrides function the same as for Fire and Forget spells.

For example, you could set the override for Master or Ritual Concentration spells  to 0 and casts spells like Lightning storm instantly (as demonstrated above). This pairs well with a mod like Mysticism which makes these master spells one handed.

Modifiers add the set time to the charge time. There is a broad modifier which adds time to all spells. There are also individual modifiers for schools and difficulties.  Similar to multipliers, these values stack as well.

NPC Support:

Default NPC charge time:


Modified charge time:


NPCs are supported natively. You can control the multipliers, modifiers, and overrides for NPCs separately from the player.

Theoretically this shouldn't cause issues, but keep in mind that some scripted spells may or may not be effect by this mod and if they are effected, very long or very short charge times could pose a problem. I have not encountered any such problem, but keep it in mind. If you do run into issues, just set the spell back to its default for the duration of the scripted event and then you can return the settings to normal.


Scrolls and Staves:

Scrolls and staves are now supported. You may set global multipliers and modifiers for staves and scrolls independently. You may also set global overrides. For now, you may only set a global multiplier/modifier/override for scrolls and staves and do not have the same degree of control as you do with spells (such as school or difficulty specific settings). However, there is an option in the MCM to treat scrolls and staves as regular spells, allowing you to customize them according to other spells.

This is an area I am open to expanding further if there is desire.


Compatibility:

  • Theoretically should be compatible with everything
  • All spells, mod added or otherwise, will be supported out of the box
  • Mods that utilize the Papyrus functions akSpell.GetCastTime() or akEffect.GetCastTime() will return the original charge time of the spell (not modified by controlled casting). Depending on what that mod is trying to do, this may or may not cause issues.
  • As of v2.1.0, Unattuned is not currently supported. It will function, but the timing of failures may be off. A future update to Unattuned will resolve this issue.
 
Troubleshooting:

If the mod isn't working or charge times are modified in an unexpected way, try resetting your MCM options. This likely would only be an issue if upgrading from an earlier version.

In general, make sure you have the proper version of SKSE and Address Library for your game version before posting any bugs.


Recommended:

Unattuned -Immersive Spell Failure: This is one of my other mods which introduces a spell failure system. A future update will solve some current incompatibilities.

Casting Bar: This synergizes very well with Controlled Casting allowing you to visualize the
change in charge time. Helpful when you increase the charge time significantly.

My other mods:

Unattuned - Immersive Spell Failure
Spell Extender
Adjustable Attacks of Opportunities

Source:
  • Github
  • See included .psc files 

Thanks and Credits:

Ryan - CommonLib
CharmedBayron - CommonLib NG
Underthesky - Original Speed Casting mod that served as inspiration
DukeTheDropKicker - Speed Casting Remake that served as a reference
Fenix - For Different Casting Time mod and Configurable Charge Time github repo that made me aware of better functions to hook
NightfallStorm - For help with figuring out how to make the hook
Styxx - For testing and general help and support
z4x - For help with ensuring compatibility with Casting Bar
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