The most difficult for me to overcome is the cast key disable that keeps occurring when I switch to the Combat Magic kit and then try to cast any spell other than Combat Magic spells. Leold
I do not understand, why would you think you could cast any other spell if you choose the combat magic kit? You will have to change out of the combat magic kit to use any other spell. This is the same for any vanillia spell as well.
Unless you mean you are trying to use a hot key mod with this mod. Then yes that may not ever work.
But you can try this, make a hot key that changes your "equip spell" but does not try to cast it at the same time. Just change it from the combat magic kit to some other spell One or two frame must pass for my mod to detect that this change has occurred. That is why you cannot change the spell and then cast it in the same frame.
However I may try to find a way for you to use the OS even if you do not have the combat magic kit going, that I can understand somewhat. But in the end this is a KIT not just a selection in a sm?rg?sbord of spells. The OS and all the other Combat Magic spells are designed to balance out each other when used together. Remember this is a POC project to show how I would make a magic combat game. But again I will try to find a way to allow the player to use the OS anyway as the NPC get to do so, so the player should as well. Otherwise I will just have to stop NPC from using any other spells as long as they want to use the Combat magic kit.
for some reason when I switch to a menu and back sometimes my character will randomly perform a Sudden Violence attack like I'd pressed a key combination for that mod.
That sounds like an issue in Sudden Violence not Combat Magic. My understanding is that mod only works if you press their SV button right? So if it is trigging even if you are NOT pressing their SV buttom that is not something I can fix. My mod checks to see if you have the Combat Magic Kit equipped, if so the cast button is disabled. Then my mod monitors your cast button to see when you press the cast button to fire spells. This MUST be done this way in order to make the POWER UP mechanics work. But I suppose it is possible this could be effecting the Sudden Violence script somehow, but again I would not be able to alter their scripts to fix this.
I've seen a few times though when I kill a mage with a shield up by area of effect spells and the shield remains floating in the air after death.
Scripts can choke when the NPC they are ruining on dies suddenly, I thought I had compensated for this already but I will look at that part of the script again thanks!
One last thing is how the shield doesn't help much against some of Fearsome Magicka's spells, most notably the Magic Missles, which go right through or around the shield.
Spells are intend to hit you if they go AROUND the shield to hit your exposed sides. AOE spells as well. And spells will go THRU the OS if the spell is a fog type spell or is fired from an activator as there is no way for my script to know when a spell is fired from said activators. No way to fix that that I have found so far. I tired by using sound detection to HEAR when a spell is cast or a spell is travailing in th air (thus using the spell travel sound) in the cell but the getsoundplaying command either has a bug in it (not likely) or the game does (very likely) because many sounds including summon spell sounds HANG in the cell even after the player can no longer hear it. But the command still detects the sound as being in the cell. This will only change if you leave the cell and come back. Until this is can be worked around I just have no practical way to detect when an activator from another mod fires a spell.
I do this myself in my mod to make the NPC look like their are firing plasma balls but in realty it is their OS (used as an activator) to fire the spell. The NPC only play the cast animation. But in my case I then tell my mod that a spell was fired in the cell. I think I do this already but if not maybe I can use an animation check to detect the animation and thus my script would know that a new spell was in the cell. I will try that, it will be in the next Alpha rev so let me know OK?