Implements a Special Attack to weapons via an enchantment, with inspiration from Elden Ring
- SKSE
- Needed for the Plugin itself
- Nemesis
- For the Ash of War behaviours and animations
- Animation Motion Revolution
- For the Animation Motion Data
- Dynamic Animation Replacer
- For conditional anims and faster caching.
To develop an Ash of War you must first make 3 things:
- Enchantment
- Made for a weapon
- Power
- Automatically given to you by the mod when equipping a weapon with your enchantment
- Magic Effect
- This effect does 2 things;
-
- Decides which Ash of War animation to play via DAR
-
- Serves as the behaviour event trigger
After which is done, you place their FormIDs in the Spells folder, either in the base .toml or a custom created one for your project.
EffectFormID = the Form ID of the Magic Effect, gotten with CK, zEdit, or xEdit.
EnchantmentFormID = the Form ID of the Enchantment, gotten with CK, zEdit, or xEdit.
PowerFormID = the Form ID of the Power, gotten with CK, zEdit, or xEdit
EspName = the name of the .esp all of these belong to
After that is done, you may develop any spells you wish the Ash of War to use, and begin making the actual Ash of War.
In the DynamicAnimationCasting folder, in a .toml, create an entry for your Ash of War with these settings:
AnimationEvent = The animation event you wish to spawn the spells on
ActorFormID = Optional, will only allow the spells to spawn for this actor. Set to 0 or -1 to ignore.
RaceFormID = Optional, will only allow the spells to spawn for this race. Set to 0 or -1 to ignore.
WeaponFormID = Optional, will only allow the spells to spawn while the actor holds this weapon. Set to 0 or -1 to ignore.
EffectFormID = Optional, will only allow the spells to spawn while the actor has this active effect. Set to 0 or -1 to ignore.
KeywordFormID = Optional, will only allow the spells to spawn while the actor has this keyword. Set to 0 or -1 to ignore.
KeywordEspName = Optional, if the keyword is not ignored, the name of the .esp the keyword belongs to.
SpellFormIDs = The Form IDs of the spells you want you spawn when meeting the conditions
SpellEspName = The name of the .esp the spells belong to.
TargetCaster = whether or not the spell targets the caster
HealthCost = the health cost for spawning the spells. (NOTE: Only subtracts once, NOT for each spell)
StaminaCost = the stamina cost for spawning the spells. (NOTE: Only subtracts once, NOT for each spell)
MagickaCost = the magicka cost for spawning the spells. (NOTE: Only subtracts once, NOT for each spell)
Once all is done, create a DAR setup for the animations you wish to use, with the condition HasMagicEffect(YourEffectFormID)
After this, go in-game and use your Ash of War.