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LeviFusion
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[Skyrim SE/AE] Goetia Animations - Magic Spell Casting - 110/110

It's finally done! At 110 animation files, I'm glad to bring you the full Goetia spell casting set, this was both a challenge and a blast to work on, while I managed to figure out most of this set's technical aspects early on, mostly thanks to previous experience with other sets, the amount of files and poses to navigate through to get the best transitions possible was quite the brain exercise, and has managed to interfere with my sleep schedule the most out of any set I've worked on yet lol.


This will now replace all spell animations with any hand configuration.


Next up, I'll be working on enchanted staves, I'm also considering working on magic animations while sneaking since the vanilla ones are quite messed up, but I'm not sure if that's actually a playstyle worth tackling, I'll probably make a poll to see what you guys think after I'm done with the next set.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

[Skyrim SE/AE] Goetia Animations - Magic Spell Casting - 110/110

Comments

Omg thank you, it's fixed now!

Glad you like them! That sounds like the old FNIS issue with the left arm, if that's indeed the case, the fix is to check the "skeleton arm fix" checkbox before running FNIS.

Verolevi

I really love these animations but for some reason when I use them the left arm doesn't quite do what it should, it just lays on the side as if my character were idle (almost looks like it's burning itself bc the flames go right up to its hip). Also when i fire any concentration spell, if I stay still and don't move the camera it works but if I move it even just a bit it goes back to vanilla animations :S. My character still doesn't meet the conditions for the CATA idle animations, could that be it?

Hey glad you like it! My pleasure, It's really weird how animation blending works in this game lol.

Verolevi

1.3 is so dang perfect. Thank you for being so good at what you do.

Glad you like it! Much love ^^

Verolevi

Dude! I just tried this update from the last version and noticed this little readying of the hand right before my guy shoots the fire stream and it's SOO GOOD!!! Really makes it feel like I'm blasting some force out. Not sure if that was in the 1.1 version but I love the whole stream animation! Feels more natural too. You're a king! Thank you so much!

TheMercsAssassin

I've tried re-running Nemesis a few times now to no avail. I am using ADXP/MCO but those shouldn't affect walk or run idles as far as I know. I will try on a fresh install and then report back whether or not its happening. I actually didn't try that myself yet.

That's very strange, I'm trying to replicate that issue on a modded setup and on a fresh install to no avail on either, have you tried running Nemesis/FNIS? with the skeleton arm fix checked in the case of FNIS? As I suspect it might have to do with behavior editing mods.

Verolevi

Cheers for the staves update with the shields! They're working excellently! As for the animations in your video....I don't know why but I'm not getting those with the Right-handed weapons. Seen in: https://streamable.com/3ncv1o I'm having the same situation with Weapon (Right) and Magic (Left) as the shield issue. Weapon in left hand works without issue however. Apologies if this is something on my end....I've gone through all the DAR folders and animations. Nothing seems to be overwriting at all.

Ah thanks for letting me know, I've completely forgot about shields, as I've never tried using shield + magic before, I'll adjust some of the animations and add them as a patch through DAR for that specific case only, that way they won't interfere with the intended design unless wielding a shield. The animations however, are designed to work well with 1h weapon and magic hybrid playstyles right off the bat, especially so if using the Vanargand 1h mid stance, as can be seen here: https://www.youtube.com/watch?v=HlNiZnBwTYQ

Verolevi

Seems like running while a 1h weapon is out with magic causes the sword to rotate sideways -- same thing with Magic + Shield. Would love to see a nice blend while being a spellsword or battlemage with a shield in the Left hand. Same for equipping with staves. Other than that, the animations on their own are superb! Feels super nice playing as a mage with them.

Haha that's good to hear! Man you actually made sneak magic seem appealing to me, you reminded me of when I used to play AC Unity and use the berserk darts to let enemies do the heavy lifting for me while I'm chilling behind cover lol.

Verolevi

Yeah Ordi has a silent spell perk in Illusion, and Destruction should have a perk for sneak damage, with a much higher multiplier if it's a Rune

Mura Casardis

Welp, guess whos going to be making, yet, ANOTHER playthrough of skyrim now that these animations are out! YYYYEEAAA BOI!!! Also, put me into the camp that say you should do stealth magic. I use a mixture of magic/bow/daggers when I stealth. For example, i'd sneak into a place and use the enrage spells on a target while still in stealth, and then let the enemies kill themselves while I stalk in the shadows watching, or if I get caught while stealthing, i'd use the calm spell and get away or take them out if no one else is around. I use the summoned daggers to slit throats. I'd be in stealth in a corner or something where no NPCs can see me inside a shop and then use the telekinesis spell to pull stuff to me and steal it. (Alchemist shop keepers hate me.) and I also set elemental traps for patrolling enemies so they are getting killed while im not even there all while in stealth. So yea, stealth and magic for me go hand in hand. So thats a yes from me dawg.

Dre G Writer

Much love Mura! Thank you so much for the kind words. ^^ I've been using Ordinator for a long time now, but it never occurred to me that sneak mage was a viable option, though it does make sense when it comes to runes.

Verolevi

You are a gem to the community. Thank you so much for your hard work! It looks fantastic. I'm gonna test and see how it feels with the whole package ! As for sneak, I also vote a resounding YES. Some perk overhauls like Ordinator and Vokrii both add perks to help sneak magic (especially for runes, which receive damage multiplier for magic assassins leaving traps). I'd love the experience to be even smoother, but only if it's not too much trouble to you to have that addition.

Mura Casardis

You're probably right, I certainly never tried a sneak mage build but it does seem fitting to work on its animations too for the sake of completion.

Verolevi

It probably is a pretty small minority that would actually use it, but I’d say it’s worth it just for consistency.

Wash__


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