(Please read this, a lot of questions that people usually ask me about my mod are already explained in the description)
Hi, I'm Skydome.
This is a new mod I've made called enhanced witches. What it does is allow child witches to use magic without stretch animations and Adults and Teens to use magic on them and also adds some new spells and features
How to install
1)First download MagicTuning.7z, WitchEffects.7z and MagicAnimations.7z
2)Then download either EnhancedWitches.7z or EnhancedWitches(flavour 2).7z depending on which one you prefer. Check the flavour info to decide.
3)Download my my Enhanced Wands mod. It's a requirement since 4/08/18
5)Place them in Mods/packages folder
6)Start the Game. Give your child witch/wizard/warlock a wand.
1)MagicTuning.7z and MagicAnimations.7z are a must regardless of which flavour you get.
2)In EnhancedWitches.7z LoveCharm and HauntingRitual are set to not be autonomous.
3)In EnhancedWitches(flavour 2).7z LoveCharm, HauntingRitual, FireBlast on Sim, IceBlast on Sim, MotiveCurses, Pestilience Curse are all not autonomous.
1)Children won't be frozen solid from iceblast.
2)Toadification and Love Charm can't be used on Children. Children can use them on Teens and Adults though.
3)Children can have spellcasting duels with other children only. I'll try to change that in the future but currently think of it as being illegal under magical law or something
4) The love charm is set to not be autonomous for this mod.
Wand Bonding Help
Ok so how this wand bonding section work is there's a variable bondlevel. If bondlevel's value is 0 or lower the bond fails. If the value is between 1 and 3 then the bond is succesful. If the bond is between 3 and 5 it's considered a good bond, this is a little harder to achieve and some Sims will fail to achieve this due to not having the traits. If the bondlevel is greater than 5, It's considered very high bond. Happens very rarely.
If the bond fails the accuracy of your spells go down. Magic power consumption goes high. And skill gain rate go down. You also gain a failed bond moodlet. If the bond is succesful the reverse happens. And you gain a bond successful moodlet. Higher bond levels have even more boosts.
The bondlevel's value is 0 by default. Each Wand has some traits that boost this value by a point between 1 to 3. And all wands except the classic wand also has some traits that give a negative score.
Below is a list of Wands with which trait works best for which wand. Magic hands LTR users are not affected by this.
+1 traits(Means traits that adds one point to the bondlevel variable)
Any trait or no trait, Artistic, AvantGarde, GreenThumb, Handy, NaturalCook, Athletic, BornSalesman, GathererTrait, Virtuoso, SavvySculptor.
(The classic wand bonds successfully with any Sim unlike other wands. But getting a higher bond score is difficult since all traits give only +1)
This wand has a connection to nature. Likes witches that are the same. PlantSim witch hybrids and Fairy witch hybrids also bond well with it. Vampires hate it. I mean this wand is literally wooden stake after all.
Iridescent wands prefers Sims with a lot of natural talent that can sore through life quite easily.
1)I've updated the Enhanced Witches.7z and MagicAnimations.7z. 2)Makes the motive charms autonomous.
3)I've also merged the animations together in MagicAnimations.7z. So instead of 6 packages for animations namely Apple.package, CoughMirrorCold.package, Dueling.package, PracticeMagicChild.package, SocialChild.package and SoloAnims.package there is now simply an AllAnimations.package. The animations are the same, I've just merged them together for your convenience. Please delete the previous version of the mod before installing the updated version.
4)MagicTuning.7z is the same as it was before so no need to redownload it if you already have it.
A new flavour is added, please check the flavour details section for more info
Hydration, Fun, Social and Energy charms and curses are added. Check them out. The curses are not autonomous in flavor 2.
And a minor bug(spelling error in Bladder curse Itun file) is fixed.
A small update. Knockout Jinx is added. Unlocks at level 2. Makes the target faint and if there's an epic failure makes the user faint.
Another small update. Bee Stinger hex is added. Unlocks at level 3. Summons bees to attack the target. Re download the flavor you need and all the other packages.
Bad Luck Curse and Destoration/Destruction Ritual are here Bad Luck Curse will also temporarily give the unlucky trait and has a different vfx. In flavor 2 Bad Luck curse is not autonomous. Destruction Ritual is the opposite of Restoration ritual, it breaks everything and makes the lot dirty. Bad Luck Curse is under cast curse and unlocks at level 1 alongside goodluck charm. Destruction Ritual unlocks at level 9.
Teleportation spell Unlocks at level 4. Thank you Sweet Toddler for the animation.
Conjure Poison Apple for normal witches and normal apple for Evil witches.
Cast Hate Curse. Unlocks at level 4. Not usable on children because the moodlet EA made doesn't work for children.
Cast Friendship Charm. Similar to love charm but it's friendship instead of love
A wand bonding concept has been added. Sims will bond or not bond with wand depending on their traits. A bonded wand will have better accuracy and low energy consumption and a boost to their spellcasting skill gain. A failed bond will do the reverse. You'll need my Enhanced Wands mod . It's now a requirement for this mod. Check the wand bonding help section for more details on which traits bond with which bond and how the system works.
Magic hands LTR users are not affected by this.
Some bugfixes that were reported should now be fixed. The moodlet icons are now better.
The summon food option that was accidentally added in the last update is changed. It now requires level 6 Magic, level 6 logic, level 4 Gardening and level 4 cooking. It's considered a very advanced spell. The spelling error regarding that spell is also fixed. Let me know if there's any problem.
1)The EnhancedWitches.7z is a pure script mod and won't conflict with anything.
2)The MagicAnimations.7z contains the animations, unless someone has made animations with the exact same name and hash, it won't conflict. This 7z file contains 6 packages, all these packages contain different animations and each of these 6 packages have to be placed in the Mods/Packages folder.
3)Now MagicTuning.7z contains a tuning mod. It will conflict with any other mod that modified the ITUN files for magic spells. Please check the mod conflicts section to check which ITUN files are used in this. I also recommend Delphy's dashboard to check for conflicts. Most other witch themed tuning mods will conflict with this one, so please check with Delphy's dashboard. This tuning mod is important for this mod to function properly.
1)The MagicTuning.package file inside MagicTuning.7z uses these ITUN files CastConvert_GameObject, CastFireBlast_CastSpel, CastFireBlastOnStatue_CastSpellOnStatu, CastFireBlastTerrain_Lot, CastGoodLuckCharm_Sim, CastHauntingCurse_Sim, CastIceBlast_CastSpel, CastIceBlastPlumbing_GameObject, CastIceBlastTerrain_Fire, CastLoveCharm_CastSpel, CastMotiveCharm_Sim, CastMotiveCurse_Sim, CastPestilenceCurse_CastSpel, CastReanimate_Urnstone, CastRestoration_Terrain, CastSpell_Sim, CastSunlightCharm_CastSpel, CastSunlightCharmOnStatue_CastSpellOnStatu, CastToadify_CastSpel, ConjureApple_Sim, MagicallyUpgrade_GameObject, PracticeSpellCasting_Sim, SetAsFavoriteWand_MagicWand, SpellcastingDuel_Sim, BeeAttackPanic_Sim ITUN files. That's a lot of files, so be careful as to not have a conflicting mod. Again I'll recommend Delphy's dashboard to check for conflicts.
2)Also keep in mind that a lot of the EA spells are disabled by the ITUN files mentioned above and then new spells are added using a script mod so any tuning mod that tunes the EA spells even if they don't conflict will be rendered useless since the EA spells are disabled. In the near future I'll make some xml files for my own spells with different flavors, I had a problem making them right now but they'll be there in the future.
The mod that I know for sure doesn't conflict is douglasveiga's Gardening Spell mod.
Plans for the future
(Striked means done )
1)Extra Spells like Bad Luck Curse, Knockout Jinx, Energy, Social, Fun, Hydration Charm and Curses. Destoration Ritual etc.
2)Relationship increase and decrease from spells. Like Sims will like you for casting beneficial charms on them and hate you for cursing them.
If there's any problem please let me know in the comments or by PM.
TheSweetToddler for the hand movement animation for teleportation
Sofmc9 for showing me how to convert animations and helping with some of the animation conversions.
Painted Wings Production for her tutorial.
Echoweaver for taking a lot of initiative and research in the early stages of the mod which paved the way for this mod.
Lyralei for teaching me a lot about Jazz Scripts and Rigs placement.
Chain_Reaction over at Nraas for teaching me a lot about Script mods and sharing ideas regarding this mod. He also made a modified version of Hybrid mod to help with initial testing of the animations.
Butterbot and Murfee for helping me brainstorm to solve a lot of the problems and for telling me about Rigs and meshes.
All the tutorials from Buzzler, NonaMena and CmarNYC.