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Inquisitor V3 Update here!

-new combined casting behaviors 

-new left magic + right weapon equipment

  -new running/charging cast behaviors for both aimed and concentration spells 

-potentially compatible with other/new fully animated magic animations for addons


this update is big because it now allows more spell casting mechanics such as running casting and behavior based blink strikes. As demonstrated in the video, this allows other modders who specifically make spells or magic mods to be more creative in how they want their spells to perform and this can be all executed as envisioned with dedicated animations. 

prior to this, we were limited to stream spells and target spells but now, authors can make spells similar to the "rasengan" where the spell don't need to leave the hand or other spells like a fire punch or any other spell imaginable

v3 also made the behaviors suited for AMR so expect diverse animations as addons in the future


installation similar to previous versions. right now it is still toggleable via the Alt Right Key but I'm working on the dedicated version, It will take a little while as I double check each behavior branch for consistency and making sure they all redirect properly

Inquisitor V3 Update here!

Comments

For some reason I just can't get these animations to work. Am I missing something? Is there a list off all the requirements somewhere and maybe installation instructions?

Azure Dominion

I installed this version and patched it with nemesis. I'm using SkySA next to it but cant get it to work even when I pressed R Alt. I've got no magic animation mods installed other than this one. Is SkySA the problem? If not, do you know another solution to my problem?

So, some testing has shown me that the Chidori jump is both cool and going to need some tweaking to ensure that you hit the target. I phased through the guy so many times lol

JC Posey

Did you press "right Alt" button in game to enable this mod?

Hi all, not sure what is going on but this mod is completely non-working. I have installed other ADRI's work and all worked well beside this one and vanguard bash. both just doesn't seem to be working. i use the cgo which i'm wondering if it's the cause. because i had deleted the cgo magic behavior file which still does no help

dongyashui

Had to drop Inquisitor for now over this, it's awesome and I miss it but some weapons such as the ones you've mentioned are very awkward to use with it.

Hi, ADRI. Do you know a way where the animations combo from this mod doesn't affect the animations from gun mods like Glenmoril and Vigilant? I have specific animations for the guns (who are classified as staves in the game) but even when I put conditions and a higher priority for them on DAR your animations takes over. Thank you for the help!

Gil Correa

Animations aren't working, I've installed the requirements (non CGO) and ran nemesis but still get my standard spell animations. Right alt key does nothing to change them. EDIT: got the animations to work with the standalone file.

This is a very pretty mod. Love the animation and idles. Makes it seem like magic actually takes effort and you are actually throwing fireballs! In the future are there plans to incorporate a combo system with melee so that you can slash with a weapon and shoot magic right afterward? Right now if I try that my magic freezes up. I have also noticed that most of the time the magic doesn't hit where my crosshair is pointing but rather where the animation ends up so it's usually to the right or left of where I'm pointing (the biggest noticeable problem is usually on the first cast). This isn't a problem if I use true directional movement target lock but it is an issue when trying to cast runes or wall spells. Again just wanted to say how awesome your work is and I really appreciate it. Keep up the amazing stuff! Edit: concerning the weird magic cancelation after swinging my sword: it is mainly with concentration spells such as flame of spark. Firebolt works as intended.

I was just about to write about that. I really like the idea of a mage moving like someone actually looking like taking part in combat instead of being a piece of movable artillery. I mean a combat mage should be able to avoid damage and move swiftly (which this mod does accomplish) but when I'm using a sword together with magic the turning around kinda reminded me of the cowardly vanilla mages :D Spells not aiming perfectly is something I didn't notice that much but it's a minor thing unless the angles get a bit extreme (dragons or high ground). Other than that this mod is a really good take on magic in Skyrim

I often play as spellsword and the running back animations are not working correctly when I have a sword equipped in the right hand and a spell in the left hand. It makes me turn around like 135 degrees or so, but not the full 180 degrees. THis is even when I have no other Nemesis mods installed. I uninstalled everything but this one, and it still happened. Other than that and that the spells don't seem to aim perfectly, I really really like it. Looks really cool.

Not sure why, but since installing ive been getting a glitch when switching spells from the quick menu. going to test on a new save file, but atm running this with bash behaviors, abr obviously, thuum, stances, the works. mostly followed the WIP guide to combat overhaul then updated everything with files from here (love your work btw,!) Have arcanum/mysticism/ordinator but those were working fine before updating with inquisitor/patreon files. essentially, when changing spells with a spell drawn, the character locks up or the right arm stops working. edit: starting a new game is confusing me more. everything BUT inquisitor seems to work, but loading the old save inquisitor works save for when swapping spells. I may need to just reinstall mods from the ground up if theres no clear answer, ugh.

Don't think it's out yet, waiting for it too ;) !

Is the dedicated version out yet and i am just not seeing it?

Love this very much! Had a question though: is it possible for this to work with ordinator perks? Specifically the spells cribe perk.

Hi there, I'm wondering if it's possible to *just* have staff animations, and not mess with the vanilla magic animations at all? I'm using the latest ABR, but I'm still having issues where I can't use a weapon in the left hand if I have magic equipped on the right (and I also have magic casting animations that I'm attached to already). I think the staff ones are in the DAR folder, so I'm going to try and delete everything else and see if it works.

Can't this be used in "Enderal"? The animation is not working..

Hello Adri! I was wondering if I can tweak some file to allow movement when the character is casting spells like Flames, or Concentrated healing. This is by far the best magic mod, a total game changer, thank you a lot for sharing your talent with us <3.

this mod would be perfect if staffs didnt glitch into the ground Edit: found the cause and its not this mod. its a conflict between xpsme and dual sheethe redux so if you come here looking for a fix there ya go

PedalPen

yes it is compatible with ABR, CGO or even SkySA

ADRI

Is this compatible with ABR ?

Hello, Im using this together thu'um and ABR and the right alt key works for the three. Is there a way to change the toggle key in order to have more personalization when fighting ?

A little bug i have encountered, when using bound weapons the cast animation begins as a fire-and-forget spell but then moves to the correct animation very quickly

oh I think it's because I didn't include the right alt function/script along with the esp, not your fault, kinda because the esp is redundant which is why i chose not to include, most users use at least 1 of my other projects like "thu'um" or FP revo, they have the esp included, you can definitely download either of those and use just the esp

ADRI

So after installing this mod, I tried to toggle it on using the Right ALT key, but pressing it did absolutely nothing. Not sure what I did wrong. I am using SkySA, but I've noticed through several other posts that it should be compatible? Would love to try out these animations, so if you could shed some light on my issue, I would appreciate it! <3

This is in my top 10 mods of all time!

I have a similar issue. Are you able to find a solution?

Is there the possibility to be given the scripts for the toggle to still work without having to go with ABR? I like being able to switch, but I am using SkySA, so ABR isnt really an option.

B4skerV1lle

i think because you have none of my other mods installed which included a script to toggle which i didn't include here(initially because I didn't want to add much to the load order) but if you want grab the dedicated version without needing to press right alt but also grab the "animation motion revolution" plugin on nexus as new animations utilize that plugin for custom per animation motion data

ADRI

no, only DAR and nemesis are requirements for this, that's if you plan to use it without having to toggle via the right alt key, which means the behaviors cannot be switched

ADRI

I want to know if the requirement is Attack Behavior Revamp and Enemy Magelock because I don't have those mods installed

Gaen El olvidado

It doesn't work for me either, I want to know if the requirement is Attack Behavior Revamp and Enemy Magelock because I don't have those mods installed

Gaen El olvidado

the mod does not work for me, I have dynamic animation replacer and I tried to activate it by nemesis, is there a separate requirement to activate it? When I press or hold ALT it does absolutely nothing, it changes nothing

Gaen El olvidado

I am having problems with the walking animations whenever I walk backwards it ends up doing this https://streamable.com/wcrifq

Doesn't seem to be working for me :( I have dar and nemesis (also made sure to press r alt in game). Tried with regular magic and a staff. Any ideas?

JKSENSEI

Finally found the reason why I could not see combined casting animations. Looks like the dual cast perk for the corresponding spell school needs to be activated in order to see the combined/dual cast animations. At least, that seems to apply for projectile spells. I tested this with firebolt and paralyze spells for Destruction and Alteration respectively.

I have the same question. is there a way to use attack animations only?

Tested it, it does seem to benefit from dual casting perks.

192191

Hey adri! am i able to overwrite the walk animations? I have a mod that adds running and sprint animations thats inspired from dark souls and i really like it. Just wondering or would i have to delete a certain file

Edgardo Morin Jr

Quick question, does "dual casting" actually dual cast the spell (ie benefitting from dual cast buffs such as perks) or does it just throw out 2 spells at once? thanks!

192191

Wowowow... I sometimes feel like I'm an avatar fire, water, and air bender! Amazing amazing amazing. The added sprinting attack has added another dimension. Your talent is undeniable ADRI and I'm so grateful for your work!

BlazenMusic20

works with skysa if you don't use ABR.

ADRI

does this need an ABR patch?

sometimes the script acts weird, sometimes you're gonna have to reload a previous save, but it might be also if you haven't started a fresh nemesis patch, if you read the previous posts for the very first versions of this there's instructions that require you to remove magic behaviors of CGO if you're using them. but if not, try removing magelock and previous versions of inquisitor because all features are on V3 anyways

ADRI

it's a very good suggestion yeah, and at some point I would, but I'm not in a rush right now to be honest, milking the most money/ maximizing profits was never really my goal, don't wanna dwell too much on having to share personal life stuff but the gist is, I'm really busy with work and a few other stuff, It's not exactly the 9 to 5 desk job so when i get done, I'm too tired to deal with or even filter out the rather interesting feedback from some very aggressive audiences. I don't really get angry or frustrated with them or anything, It's a big community and in any place there will be peculiar characters. But I much prefer the laid back approach on this platform. It seems to be much more understanding as well, I don't get a few dozen messages telling me to implement impossible features and coalesce the gameplay of 20 AAA games and make them work with 500 mods. I can just focus on improving my projects and implementing the features I want to put with a community that's a hundred times more wholesome. May be in the future when I would need the exposure but right now this community here and you and the rest that support the project is my focus

ADRI

I too have aiming issues (also using Smoothcam) but only for the right hand/staff. The left hand aims perfectly.

Amrit Chana

Yeah v2 worked with SkySA for me.

Amrit Chana

Since this is magic and staff would it work with SkySA?

You should really think about putting this on Nexus at some point. I intend to keep being a patron of yours for a long time, but your mods really need more exposure as they are really worth of mod of the month/year award. Also the bigger exposure would bring more people to be your patreons i think.

From my testing. What affected the projectile aiming were smoothcam and alternate conversation camera plus. Improved Camera did not have any effect on the aiming of projectiles.

On my current build, I was still getting the projectile spell aiming issues. I started a new build but without the camera changes(smoothcam, improved camera and alternate conversation camera plus) and aiming is a LOT more consistent and behaves similar to vanilla spellcasting animations. I'll start installing my camera mods to see which one causes the most issue with regards to aiming. Great work on this ADRI!

Do I need V2 to download V3?

Edgardo Morin Jr

This version doesn't seem to want to work with something, yet the previous version (2) works just fine with everything I have. It's registering a variable called IsSprinting. Edit: It's incompatible with the optional v2 that removes the RapidFire from the hand casted spells, granted I should have figured it'd be incompatible, so that's fault on my part!

sprint cast? or the vanilla behaviors?

ADRI

yes please!!!

running spells dont work for me for some reason

Edgardo Morin Jr

Looks good. Just downloaded it and will try it out. I noticed it had overlaps with the Enemy Magelock mod. For now I put it under Enemy Magelock to overwrite. I'll report back for feedback.

hi, very new to this community, so i'm dumb. i installed it and ABR and clicked the nemesis option on them, but it doesn't work in game. I pressed R alt and nothing happens and spell casting is as normal. it does say "bUseAltAtk = false" when i press it, no matter how much i press it

boing boing

This looks awesome! Do you think these changes will also make it to FP Revo for us 1st person players? =3

hmm ... installed version 3 - now I can say with confidence that the bug with the behavior of the NPC is over.However, these two missteps with aiming spells and streaming spells are still here. Tudum is also incompatible with the mod, tk. unlocks player movement while casting streaming spells :c About aiming bug: I'm not sure, but maybe .... there is a bug with only Aiming thunder spells, because with other aiming speels I can't reproduce it, or I'm bad trying well.

Just...WoW

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