Oblivion Style Spellcasting Quickcasting OSSC ( OpenMW )
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📋 About This Mod
Cast spells in weapon stance just like in Oblivion, no more need to switch to spell stance. 1st and 3rd person animations! Now also NPCs and Creatures included!
# Oblivion-Style Spell Casting (OSSC)
Make sure to have Spell Framework Plus up to date!
REQUIRES OPENMW 0. 51RC1
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Oblivion-Style Spell Casting (OSSC) brings modern spellcasting mechanics to OpenMW. It allows you to cast your currently selected spell (and enchanted item casts) using a dedicated hotkey without needing to switch to spell stance, similar to TES IV: Oblivion.
## 1. Features
- Dedicated Casting Key: Quickly cast the currently selected spell using a single button (unset by default—bind it in settings). Gamepad compatible.
- Per-School / Per-Range / Per-Perspective Animation Selection: Choose a different animation for each magic school × cast type (Self/Touch/Target) × camera (1st/3rd person).
- Configurable Animation Speeds: Adjust speed per animation group and apply a global scale multiplier.
- Casting VFX Options: Toggle player swirl, hand swirl (element ball), and hand glow effects.
- Snap Sound Control: Optional snap animation sound with a configurable volume slider (0. 0–1. 0), timed to the animation.
- Physics-Based Projectiles: Spells are launched as real world objects via Spell Framework Plus, supporting collision and physics behavior.
- Enchanted Item Casting Support: Casting from selected enchanted items is supported and uses the same school/range/perspective animation selection logic.
- Safety / Anti-Spam Reliability: Input is ignored while a cast is still playing; unlock occurs on animation stop (with a configurable safety-unlock timer fallback).
## 2. Requirements
To run OSSC, the following must be enabled:
1. Spell Framework Plus — provides spell launch / projectile / impact logic.
Also required:
- OpenMW 0. 51RC1+.
## 3. Installation
1. Install OSSC.
2. Ensure OSSC is enabled in your OpenMW mod list.
3. Ensure Spell Framework Plus is installed and enabled.
## 4. Usage & Keybindings
- Cast Key: Press your assigned key to cast the currently selected spell. This system exists next to vanilla casting, not replacing it.
- Rebinding:
`ESC → Options → Scripts → Oblivion-Style Spell Casting`
Click Quick Cast and press any key/button to bind.
- Casting is locked until the animation reaches its stop text key (prevents spam bugs and “delayed next cast” issues).
- If the player is knocked down/knocked out, casting will remain locked until recovery animations finish.
## 5. Settings
Settings are found in:
`ESC → Options → Scripts → Oblivion-Style Spell Casting`
### General
- Quick Cast binding DO NOT SET THIS BUTTON TO YOUR READY SPELL STANCE - IT DOESN'T OVERWRITE IT
- Enable Player VFX/Particles (player swirl)
- Enable Hand VFX (element ball) (hand swirl)
- Enable Cast VFX around hand (school cast static glow burst on the hand)
- Debug Mode (prints OSSC logs in console)
### Gameplay
- Use Fatigue (optional fatigue usage on casting)
- Quick Cast Chance Penalty (optional failure chance multiplier)
### Snap Sound
- Snap Sound Volume (0. 0–1. 0)
Controls the volume of the snap sound used by the `qcsnap` animation group.
Sound timing is driven by the animation so it stays consistent and doesn’t retrigger during spam.
Setting to 0. 0 mutes the sound.
### Cast Animations (Core feature)
Choose the animation group used for each:
- School: Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration
- Cast Type: Self / Touch / Target
- Perspective: 1st person / 3rd person
### Animation Speeds (Advanced)
- Per-animation-group speed multipliers
- Global speed scale
- Safety Unlock Timer
Maximum time before OSSC force-unlocks if an animation fails to send its stop key (default: 1. 00s).
This is a fallback; normally unlocking is done by the animation stop key.
## 6. Animation Groups
OSSC expects the configured animation groups to exist in your animation set. Common groups used by OSSC include:
- `quickcast`, `quickbuff`, `qcconj`, `qctouch`, `qcalt`, `qcalts`, `qcill`, `qcsnap`, `qcdrain`, `qcskrow`
Each group should contain appropriate text keys used by the script (typically `start`, `release`, `stop`).
If an animat
📊 Mod Details
- Game
- Morrowind Mods
- Author
- skrow42 and Dubiousnpc
- Version
- 4.13
- Downloads
- 3,849
- Endorsements
- 98
- Category
- Overhauls
- Created
- 4/12/2026
- Updated
- 8/27/2026
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