Spellsword Casting Overhaul – Cast spells with your sword
Allows Sacred and Magic infused weapons to cast spells!
Huge thanks to the creator of the Wizard Pole mod for the inspiration. This mod is a slightly modified and universally applied version of their edits and all credit goes to them.
Features:
Sacred Infused weapons gain the ability to cast incantations, while magic infused weapons gain the ability to cast sorceries. All while retaining their original movesets.
The Sword of Night and Flame and Scepter of the All-Knowing act as universal catalysts capable of casting any kind of magic.
Spell buff is shown and applied and scales with the respective Faith or Intelligence scaling of the weapon. (Scalings are largely unmodified, which means that the spellbuff of weapons will be more often than not, smaller than that of typical catalysts. Which I am keeping for balance purposes, but may modify in the future. However the Scepter of the All-Knowing has been given a faith scaling to match it’s intelligence scaling.)
Spells are cast with your light attack button, while the weapons respective light attacks are performed with your heavy attack button. (I know this is backwards but I don’t currently know of a way to reverse this, and I doubt there will be one until either modders find a way to create their own wepmotionCategories or Elden Ring adds its own hybrid weapon-catalyst in a future DLC.)
The Prophet and Astrologer start out with a Sacred and Magic infused weapon. Changing the Ash of War of these particular weapons will cause them to lose the ability to cast spells until they are infused with the proper enchantment again.
Current Issues:
Spell VFX do not appear on the weapon properly.
Running and roll weapon attacks are not usable, their respective spell animations work fine though.
Backstabs and ripostes are currently unusable.
Expect spells to have weird bugs or unintended interactions, this mod is largely untested and issues will arise. Remember to backup your saves!!
This is the first mod I have made and I am neither good at modding, nor active enough to address concerns. For all intensive purposes, don’t expect updates or bugfixes. This is not because I don’t want to, but because I have neither the time or know-how to do so.
Installation:
Always remember to back up your saves and regulation.bin when modding!!
I would highly advise installing Mod Engine and using that to run the mod, but it is technically not required.
For Mod Engine Users:
Replace your mod folder wherever you have Mod Engine installed with the one provided in the zip file.
For non-Mod Engine Users:
Replace your regulation.bin with the one provided inside the mod folder of the zip file.
MAKE SURE YOU ARE PLAYING OFFLINE, THIS MOD WILL GET YOU BANNED
Should be Seamless Co-op compatible out of the box as long as you are running Seamless through mod loader, not majorly tested so I don’t know if there are any issues.
Modified Params:
Mainly just the EquipWeaponParam, that’s it. I would say this makes the mod highly compatible, but most overhaul mods tend to modify that param. Can be easily merged manually for specific weapons, but it takes a moderate amount of merging know-how to mass edit. I may make a guide for it if I find the time and motivation.
Also modified the CharaInitParam to give the Prophet and Astrologer a sacred and magic weapon respectively. This is not required for the mod to function.