Inquisitor Dedicated Optional File(no need for right alt), Add on AMR based Animations with Custom Motion Data and Next Project Plans
Added 2021-06-23 07:16:49 +0000 UTC
So here is the optional dedicated version(mod without pressing right alt) for those that requested, If you plan to use this optional file, remove the main version, they have thesame features except with this one, you don't need to toggle between vanilla
also there are two additional animations which are built for AMR that I added, it's not just for the visual aesthetic but adds a new mechanic, the blink strike and charge cast animations both available for the left and right hand,
This is an add-on for those that want new ways of magic implementations, currently they are located in the DAR folders,
I set them up for those that use the naruto overhaul, though you can use these animations to ANY spell you want preferably concentration spells if you can find spells that have thesame unique activation method or the most suited method than you can just add the formID to the DAR conditions, the template is already in the folders so just copy and replace the formID
lastly I will be working on Project impact next, this is a huge project for me to make as of now, without SKSE I will focus on the behavior aspect so I can take advantage of DAR.
This means I will adapt my bashing, attack and magic projects so they all will work and flow well with project impact, I have already started with the attacking part( mostly a rework of ABR, instead of recycling animations, I have used custom ones, and made sure they work with CGO and that you can use skysa animations as well but have other features abr has)
also, AMR will be fully utilized, all animations I have made are AMR based. The attack framework is still fragmented and messy and there are dead ends however no crashes or conflicts so no technical issues, just combat game design and mechanical ones
apologies if I take a while to post the new attack behaviors unlike the usual 2-4 days of regular posting. I hope it's ok, I kind of want to devote more time to make sure the features play well and is mechanically fun.
Also kind of trying to improve the animations and at thesame time, not just make them look cool but make the combos and moves smart, since the core concept of project impact is more visible and satisfying enemy reactions and the potential to play and manipulate the opponent with your attacks.
I always try to do my best so expect thesame for this and my future projects, thanks for the patience and support!
Hey Adri ! Is there going to be a 3.5 update for this version ? And many thanks for your work :D
2021-10-08 11:35:21 +0000 UTC
Does anyone here knows what files replace the staff animation, I use gun mod and like to replace the staff animation of inquisitor because it doesn't fit with guns
2021-09-14 17:52:24 +0000 UTC
Just chiming in, same issue as Vigil with enemy NPC's not able to cast most spells, besides the basic fireball, ice spike or shock spell.
ShadBoiXD
2021-09-07 02:22:47 +0000 UTC
Same as Vigil, npcs get bugged by this
2021-09-03 18:27:32 +0000 UTC
It seems like mage NPCs cant cast half the time with this mod installed. They just kinda stand there and do half an animation over and over. I really want to use this mod but it makes fighting mages kinda suck. Also breaks certain NPCs who cast spells during scripted events.
2021-08-30 19:32:05 +0000 UTC
When I install this mod and patched it by Nemesis, when I cast a concentrate spell my char just stand a T-pose, and when I cast projectile spell the character just stop i place without any animation.
2021-08-27 07:30:35 +0000 UTC
hmm i cant seem to do the naruto animation, whats the input to perform this? simply pressing sprint then right mouse click with magic makes my character stop in place
Serados
2021-08-21 01:49:51 +0000 UTC
I get a weird bug that my character unequip the armor as soon as I equip or unequip the staff, any idea why?
2021-08-20 15:51:51 +0000 UTC
I still cant get this to work on my end and its driving me mad lol This mod looks like this biggest game changer and yet; my game will not allow it to work. :(
The Roaring Forge (Kaji22)
2021-08-18 09:59:19 +0000 UTC
This mod works with Throwing Weapons Lite!!! You can combo grenades!!!!!! 😍
Gil Correa
2021-08-14 03:49:59 +0000 UTC
so uhhh how do i teleport. that looks really frikkin cool
PedalPen
2021-08-12 17:12:51 +0000 UTC
I have the same problem. I hope Adri does an Inquisitor V4, like he released a new version of the shout animations, where he adds animations for restoration concentration spells and dual cast concentration spells.
2021-08-08 23:32:29 +0000 UTC
I'm loving the casting changes, but I can't seem to get dual cast concentration spells (i.e. flame) to work at all.
ZoneShift
2021-08-06 00:15:01 +0000 UTC
I've figured out that ,it needs a perk
2021-08-03 14:34:01 +0000 UTC
I would like to know how to trigger the animation of the two-handed spell, I use alternate left and right and it does not trigger
I'm using AMR and DAR
2021-08-03 13:46:59 +0000 UTC
Hello there, I wanted to address the same problem.
2021-08-03 02:15:39 +0000 UTC
will try to replicate this issue, I'm currently doing the fix for NPC casting. And once i'm done with that i'll try to focus on CGO complementary features
ADRI
2021-08-02 23:39:54 +0000 UTC
I’m having this problem too except my game glitches and I lose the use of both hands and can’t attack. Anyone know what could be causing this?
2021-08-02 23:27:17 +0000 UTC
I’m trying to use this with attack behaviour overhaul, animated armoury and CGO and am having major issues. When using a 2 handed weapon the the new animations for inquisitor don’t work and it’s also not costing any magic to cast. I also lose the use of what’s in my left hand and the only way to fix it is to equip and unequip a bow. I’m following all of the instructions closely but it’s just not working correctly.
2021-08-02 18:39:50 +0000 UTC
Hi Adri. I'm seeing behavior where if an npc caster has two spells in his/her hand then he/she is unable to case a spell. Is it possible that the requirement for having the dual cast perk in order to dual cast is affecting the NPCs as well ? Also, are the charge and strike animations exclusive to the dedicated version only ? Is it possible to use them with the non Dedicated V3 version ?
2021-07-17 10:32:17 +0000 UTC
rapid casting is in the end of every magic combo(after the 5th cast)
ADRI
2021-07-12 17:45:10 +0000 UTC
There's a mod called Speed Casting SKSE Remake that halves the charge time for spells. My experience is that it works great with Inquisitor. https://www.nexusmods.com/skyrimspecialedition/mods/36574?tab=description
2021-07-12 09:23:55 +0000 UTC
Adri, do you have any intention of touching/tweaking Master-Level spells? I don't have any idea exactly how they'd integrate into your Inquisitor system, but it is kinda underwhelming to switch to one of these super-powerful spells... and lose all the fluidity, motion, and excitement of what Inquisitor adds to mage gameplay.
Also, is there any way to make attacks... 'commit', better, I guess is how I'll put it? So I don't have to hold the attack buttons to cast a spell? Some of the combo-ing feels kind of weird because I don't hold onto the mouse button long enough for the animation to complete.
2021-07-12 01:53:38 +0000 UTC
What combination do I click on the mouse to get the rapid casting? As seen in 0:36 in the Inquistor V3 Update YouTube video?
2021-07-01 13:42:07 +0000 UTC
When using this mod and a 2h sword the magic cast animation sometimes glitches. The first time you try to cast the magic while running it always immediately casts the spell with no animation but strangely it works fine afterwards until you unequip and requip your 2h weapon the same glitch happens.
2021-06-28 08:14:00 +0000 UTC
I've found that using this version overwrite any gun animation like https://www.nexusmods.com/skyrimspecialedition/mods/39189?tab=files
MomsCreditCard
2021-06-27 12:31:12 +0000 UTC
Hi ADRI, if implementing a dedicated version is not too hard; can you do the same thing for the animated shouts? I realized what I am looking for is ABR without the alt state (so I can more easily slip in my own power attack animations) but with both animated shouts and inquisitor.
Amrit Chana
2021-06-26 23:19:07 +0000 UTC
nope, all features magelock has is already in inquisitor + you don't need the right alt in this dedicated version
ADRI
2021-06-25 21:15:43 +0000 UTC
is magic lock still necessary for this version?
MomsCreditCard
2021-06-25 19:12:57 +0000 UTC
https://www.nexusmods.com/skyrimspecialedition/mods/50258?tab=description
MomsCreditCard
2021-06-25 19:12:30 +0000 UTC
Try disabling Dynamic Combat Module
BlazenMusic20
2021-06-25 17:23:16 +0000 UTC
+1
BlazenMusic20
2021-06-25 17:22:52 +0000 UTC
Hi ADRI. I am also not able to dualcast or double cast projectile spells. I am not using Adamant. What happens is either a singlecast animation is played or there is a pause without animation although sound iis displayed. May I know which animation files in Inquisitor control dual/double casting? Thanks!
2021-06-25 16:35:08 +0000 UTC
how to replace the sprint attack with that blink animation? can it be done?
I tried to mess with the 98502 conditions by removing everything and put Random(1) into it but it doesn't work.
zeff
2021-06-25 16:06:20 +0000 UTC
if you check this mod on nexus: https://www.nexusmods.com/skyrimspecialedition/mods/15350;
the listed requirement is naruto overhaul, it's not on nexus but there's a link for google drive:https://drive.google.com/file/d/14pcmKJUf8mnSERqjhGSAiSX8F5T4zmHr/view
ADRI
2021-06-24 19:47:53 +0000 UTC
I think you have to unlock a certain perk to permit dual cast with it. Not familiar with that specific part because that's in world record editing but they have certain flags/checks before the dual cast function is permissible
ADRI
2021-06-24 19:47:34 +0000 UTC
I am unable to Dual Cast with this and Adamant together.
Aaron C Howe
2021-06-24 17:58:06 +0000 UTC
Hey Adri thanks for another great mod! Where can I get the Naruto overhaul?
Mathieu WALLET
2021-06-24 16:40:24 +0000 UTC
Thanks for posting a dedicated version! These animations are fantastic ^^
Specoptimism
2021-06-23 23:34:33 +0000 UTC
the bugs I previously reported are still not fixed?
upd: I checked and they are both still present. It's a shame -_-
Also my friend and I checked out a little research into Skyrim behavior. He is confident that the animation of Thunder Aming Spell is directly related to the crosshair or the position of the player's camera, as I originally wrote.
2021-06-23 16:49:40 +0000 UTC
what is AMR?
2021-06-23 15:35:03 +0000 UTC
God these are so cool. Now Skyrim is finally looking like an actual ARPG
Wren
2021-06-23 13:38:10 +0000 UTC
This is awesome! Inquistor always active is really great!
I'm looking forward to your Project Impact!
tridbee
2021-06-23 12:33:22 +0000 UTC
I have that too, I think it has to do with not having that mod that sets the player character to be able to do 360 movement (I think the mod author that made CGO made this mod as well, don't quote me on that tho). At least thats what I'm assuming is the reason why. So probably if you have that, it should make it look less janky.
Tohan
2021-06-23 12:07:05 +0000 UTC
I want to report a bug: my character is strangely rotated when walking backwards when I have equipped a spell
Sgt_Prof
2021-06-23 10:29:18 +0000 UTC
Really looking forward to Project Impact :) Thanks for your hard work !
2021-06-23 09:25:16 +0000 UTC
This is awesome! Thank you :)
Sgt_Prof
2021-06-23 07:32:13 +0000 UTC
I'm going to complete my ninja's animation folder with this one. Thanks 😊
MomsCreditCard
2021-06-23 07:28:17 +0000 UTC