Oblivion

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kab

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Level Based Summon Cap Author: kab Version: 1.0.1 E-mail: kab AT thekab DOT com UPDATES ======= 1.0.1 * The check introduced in 1.0 was fatally flawed and has been fixed. Sorry about that. 1.0 * There\'s now a check to make sure the summoned creature is actually the player\'s and not an enemies. Enemies summon\'s will no lo

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Mirrors
Level Based Summon Cap
Author: kab
Version: 1.0.1
E-mail: kab AT thekab DOT com

UPDATES
=======

1.0.1
* The check introduced in 1.0 was fatally flawed and has been fixed. Sorry about that.

1.0
* There's now a check to make sure the summoned creature is actually the player's and not an enemies. Enemies summon's will no longer count against your cap.


DESCRIPTION
==========

Bases the number of creatures you can summon on your current Conjuration level. Does not make spells recastable, casting the same spell repeatedly will not create more of the same creature. Casting different spells that summon the same creature will work. For example, if you bought the Summon Scamp spell then created through spellmaking another Summon Scamp spell and then cast both you would have two Scamps. Summoning the same "Summon Scamp" spell over and over will just replace the old one with a new one. The new default caps are:

Novice: One creature.
Apprentice: Two creatures.
Journeyman: Three creatures.
Expert: Four creatures.
Master: Five creatures.

INSTALLATION
==========

Unzip the .esp file to your Oblivion\Data Files\ directory and check it in data files before starting the game.

CUSTOMIZATION
============

The summoned creature caps can be altered through the console. To change a cap enter the console by hitting the ~ key and then type in "Set KBSummons.<insertlevel>Max To #" where <insertlevel> is either Novice, Apprentice, Journeyman, Expert or Master. This will change the cap on that level to whatever the # you provide is. For example, if I wanted to change the cap at Journeyman Conjuration to 6 instead of 3 I would type "Set KBSummons.JourneymanMax To 6" and it will be modified. You should save your game after this, previous savegames will not be affected by the change.<br><br>There is also a slight "KillDelay" before the oldest summoned creature is killed which is necessary to prevent a creature from being killed when it shouldn't be. This delay is going to be somewhat system dependent. The faster your machine the lower it can be, the slower the machine the higher it should be. Most people probably do not need to change this, however, if you are finding that you are often times having a pet be killed (and it's not by an enemy) when it shouldn't be then you can try raising this. To raise open the console and enter "Set KBSummons.KillDelay To #" where # is the time, in seconds, that it should be delayed. I would be very, very, surprised if this delay ever needed to be more than a second at the very most. I would advise not touching it unless you have the problem I described.<br><br>COMPATIBILITY<br>===========<br><br>This plugin IS compatible with any plugin that modifies the magicka cost or spell duration of summons spells.<br><br>This plugin adds scripts to each creature used for summoning by the original game and plugins that modify these creatures will conflict. The summoned creatures are separate from the others, so a plugin that makes Clannfear stronger does not necessarily conflict unless they specifically alter the summoned clannfear entry as well. You should also be able to play this plugin on top of a plugin that alters those by ensuring this is the last plugin loaded. You can do this by opening this plugin in the Construction Set and then saving it, making it the last updated and consequently the last loaded. However, doing this will mean any changes made to summoned creatures by that plugin will not be seen.<br><br>KNOWN ISSUES<br>===========<br><br>None.</insertlevel></insertlevel>