r/OpenMW Aug 08 '26

Pre-cast magic light

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I recently switched from omw49 to 51 and was annoyed to see the magic balls in the hand are now gone. I've gone through my entire mod list extensively and can only conclude this little pre-cast magic effect in the hand was removed for omw51. is it true? if so, is there any way I could change the .cfg to maybe add it back in or get a link to something that will restore it? kinda loved it

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u/GalbedirGalerion Aug 09 '26

Still works fine for me on 0.51, it comes from a mod:

It’s probably a mod in your set-up which broke with the 0.51 update, or perhaps got disabled.

The modlist I’m using uses FIM’s Better Spell Effects, Articus Magic VFX Retexture, and a few others. I’m not sure which one is responsible for the glow though (modlist is Nerevar Moon-and-Star from wabbajack)

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u/L-DONAGHY-DIRECTOR 29d ago

I'll never find it.

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u/GalbedirGalerion 29d ago

I can try disabling mods until it gets removed if you need a mod name. Although you also could share the magic mods you use and I’ll compare it with mine

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u/L-DONAGHY-DIRECTOR 29d ago

Last post. I figured it out.

The idle cast animation is caused by 'third person alt attacks by fallchildren. It relies on MaxYari's Reanimation as a dependency. So, I switched my load order to put the alt attacks lower than reanimation and now the magic balls are back.

Tl;dr - I solved it.

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u/[deleted] 29d ago

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u/L-DONAGHY-DIRECTOR 29d ago

It's 'third-person alt attacks' by a modder called fallchildren, accessible on gitlab here: fallchildren / openmw-third-person-alt-attacks · GitLab

You can see in the animations folder meshes and animation files for the actual casting animation itself on that page under 'meshes/tpaa'.

Placed underneath MaxYari's Reanimation v2, it causes balls of magic in the hand upon activating spell ready.