Skyrim

File information

Last updated

Original upload

Created by

Budcat

Uploaded by

budcat

Virus scan

Safe to use

Tags for this mod

21 comments

  1. budcat
    budcat
    • BANNED
    • 17 kudos
    Sticky
    I uploaded version 1.1 as well as an Illusion only option of the mod.

    To deal with the bugged minions I created a Dismiss Minion Spell. Casting the spell costs 1 mana and voids the bugged minion.

    To get the spell easily I added a Dismiss Minion spell book to Helgen Keep next to the Sparks book as well as adding it to Farengar's goods in Whiterun. It costs 4 gold.

    That should deal with the bugs. This was tested on the latest version and should be completely bug-free and working smoothly in perpetuity.
  2. ygidrazle
    ygidrazle
    • member
    • 2 kudos
    Been playing with this mod for a year, for the Dead Thrall raised lv cap and it's been awesome. But when I recently created my first illusionist character, leveled illusion to 100 and got the master lv spells I found that this mod broke Mayhem (debatably the only truly useful offensive illusion spell). The spell description changed to the spell cost PER SECOND rather than the usual static cost. Also Instead of the usual long casting animation, the animation stops before it completes and when the spell is released, all it does is make everything attack you NOT EACH OTHER! I thought it might be me misunderstanding the spell but after watching videos of other people casting mayhem i was sure it wasn't working. I uninstalled this mod and Mayhem worked normally and had the normal static casting cost. Now i cant use this mod for even for the necromancy because it breaks the best illusion spell in the game.

    Please address this. This was one of my favorite mods because it made necromancy and illusion viable at high lvs! This is a simple and brilliant idea with one mod-breaking mistake. I will be following this and hoping...
    1. ObliviousCaptain
      ObliviousCaptain
      • member
      • 0 kudos
      I second this, it broke my mayhem spell too. Does exactly what you described. I'm not so sure this will get fixed by the author though since this mod was last updated in 2013.
  3. Lucian6667
    Lucian6667
    • member
    • 19 kudos
    Just a heads up, the necromancy spells don't last a day, they only last 10 minutes. I was digging around in the CK trying to change the time from 1 day to 10 minutes and I was quite happy to discover that they are already set at 10 minutes.

    I tested it by waiting 10 real-time minutes and sure enough my zombie disintegrated right on queue. Love your mod btw, raising the level cap for those spells was a very good move, thanks.
  4. KaptainCnucklz
    KaptainCnucklz
    • premium
    • 262 kudos
    i really REALLY love how this mod makes the necromancy cap 75, but i HATE how they last SOOOOOO long... i really don't need them to. especially with 4 pieces of jewelry/armor enchanted with -25% to cast conjuration.
    its just a hassle.
    it may be a bit much to ask, but i would really love it if you put a file up, the only raised the cap, and not the duration. ;~; ;;
    1. yunage
      yunage
      • member
      • 20 kudos
      Seconded. Pretty please?
  5. roh234
    roh234
    • premium
    • 0 kudos
    Does this work with the Vampire Lord "raise dead spell as well'?
    1. budcat
      budcat
      • BANNED
      • 17 kudos
      Sorry for the months late reply but I was intending to make it work for the Vampire Lord and was hoping to just reply with a "now it does!" but unfortunately it appears the Vampire Lord spells are more complex than the simple conjuration spells.

      At this time the Vampire Lord spell is unaffected.
  6. spwned
    spwned
    • supporter
    • 393 kudos
    This mod worked really well for my necromancer, thanks a lot for sharing. Endorsed!

    Tip for users: Once you are done with a dungeon just summon a normal conjured guy and that will automatically get rid of your raised zombie. I find this method easier then the Dismiss Minion Spell.
    1. budcat
      budcat
      • BANNED
      • 17 kudos
      Thanks, I'm glad you like it!

      As far as the Dismiss Minion spell, I'm not sure if I was clear about it so I cleared it up in the description. This might not be what you found difficult about it, but it works like a regular summon conjuration spell only it's just one second long, so you don't want to hit your minion with the spell just hit a reasonably flat piece of ground (like any other summon) and it should do the trick.

      But you're right, any summon works.
  7. Mahanaxar
    Mahanaxar
    • member
    • 0 kudos
    According to uesp.net, "Kindred Mage" and "Rage" give you a 22 level bonus to frenzy-type spells, which means that Mayhem is capped at lvl 47, not 37. Bearing that in mind, I find the 75 lvl cap quite unnecessary, since with Kindred Mage and Rage you would reach 97, but the highest level NPC is level 65 (Nightmaster Vampire, again according to uesp.net).

    But the idea of yours is of course a good one. There's nothing more annoying than becoming master in a skill and the next moment it becomes totally useless.
  8. budcat
    budcat
    • BANNED
    • 17 kudos
    For people who use necromancy mods, I've separated the files.
  9. skybookworm
    skybookworm
    • member
    • 0 kudos
    How about this one? Any improvement for yours on necromancy spell.
    http://skyrim.nexusmods.com/mods/1374
    Could you separate with 2 files? Thanks
  10. zowrath
    zowrath
    • member
    • 8 kudos
    Perhaps you could exchange the ash pile for the animation when a summoned Daedra returns to Oblivion? It would mean that the commanded creature would disappear and not leave loot, but then again we've probably looted it before we commanded it anyhow :-)
  11. budcat
    budcat
    • BANNED
    • 17 kudos
    Hmm, I figured they would turn to ash but I hadn't anticipated that they'd somehow stay your follower... I'll see what I can do about that.

    Edit: Now there's a spell for that.