Are you using an ENB or something similar as they should have the same visibility as vanilla creatures that use the same effects, like the Draugr in Labyrinthian and ghosts in various places in the game.
I switched to Skyrim Special Edition years ago so any modifications to the mod are unlikely to happen as I no longer have vanilla Skyrim installed, if you have Creation Kit installed you can easily turn off the ghost effects for the creatures, load the mod in Creation Kit, find the affected creatures, edit them and delete the ghost effects, save the changes.
I'm eager to test this, looks exactly like what I wanted, Conjuration spells that are lore-friendly(ish), useful and, cherry on top, no edits to existing leveled lists. You mentioned in the description that the Master spells level up to 300 (great idea btw). What is the level cap of the Expert ones?
Expert spells are fixed and on par with vanilla spells, creatures are usually a bit tougher than vanilla ones. Master spells in vanilla game are completely disappointing, "permanent" atronachs and zombies, yawn. Conjuration and magic in general is seriously lacking in Skyrim compared to Oblivion. DLCs improved slightly upon that, but not very much, I would expect a full array of Daedric creatures to be available in every game, including zombies, wraiths, Liches etc. Why they left them out from Skyrim I have no idea, maybe they intended Skyrim to be a low magic province, in that case they succeeded because magic in general is lacking in Skyrim and spells feel very limited compared to Oblivion. My hope is that next Elder Scrolls game is set in a high magic province such as High Rock or Summerset Isle.
The spell is created exactly the same as all other spells in this mod, which means that they should work indoors, but lurkers are fairly large and I think it is a problem with collision mechanic of Skyrim engine, they sometimes fail to summon even outdoors if the spell is cast on certain surfaces.
No there is no Skyrim only version, I would have to delete many spells to make Skyrim only version as many creatures depend on Dawnguard and Dragonborn DLCs. I might make a completely new version of this mod in the future and then I might include Skyrim only version.
Yes.It appears that an option to ignore the Spell Absorption needs to be checked for Custom-Made conjuration spells. This had to be done by another modder who created another Magic Mod. More than likely, USleep only fixes the Spell Absorption bug for the Vanilla Conjuration Spells.
I need to recheck on my game whether Unofficial Patch affects my spells properly in recent changes or I need to make some adjustments. Yes the flag in the Creation Kit is Disallow Spell Absorb/Reflect, not sure how Unofficial Patch fixed the spell absorption bug, whether they checked the flag for all spells or used some other way.
I dont know as I dont use SkyRe, but it should be if other custom spells work, this mod does not affect perks or anything else, it only contains custom spells and new merchant.
That is by design to make them stand out among other skeletons so you dont hit your own skeleton by accident. If you have Creation Kit you can remove the effect from them easily in a few clicks, all my creatures are named CreatureXXXXX under Actor so skeletons should be easy to locate, you open Spell List on the skeletons and remove GhostAbility entry, save and thats all. I can do it for you, but you need to tell me what creatures you want to see without ghost effects.
thanks for the replay i was trying to take the ghost effect off of was the skeleton lord warrior/archer hey man i was just asking if you dont feel like doing this thats ok id hate to feel like i was imposing. ps thank you for giving the vendor so much gold makes it easy to sell high value items
Its not a problem, I will do it one of these days when I get some time. Skyrim merchants have ridiculously low amount of gold, when you craft enchanted items, armor, weapons, potions etc you need to spend a lot of time to sell them all in vanilla game, that is annoying and a complete waste of time which is why I use mod called Golden Vendors, you can find it on the Nexus, it will give every vendor up to 20.000 gold.
I see you have an Update FX for Undead Creatures, will the Sound be compatible with these http://www.nexusmods.com/skyrim/mods/38677 http://www.nexusmods.com/skyrim/mods/58554 http://www.nexusmods.com/skyrim/mods/58359
I hope your Mod wont conflict with this Mod http://www.nexusmods.com/skyrim/mods/56807/?
FX for creatures in my Summoning mod are standard ghost effects from Creation Kit. They will not interfere with any mods. Same should hold true also for my custom vendor, it is just a merchant placed in Arcanauem.
You can easily change that in the Creation Kit if you dont like the effect, open the mod in Creation Kit, find the creatures you want to change under Actors (it is usually CreatureXYZ) and delete Ghost Ability under Spells tab, save the changes and you are done.
86 comments
You mentioned in the description that the Master spells level up to 300 (great idea btw). What is the level cap of the Expert ones?
Thank you.
Thank you.
Thank you.
http://www.nexusmods.com/skyrim/mods/38677
http://www.nexusmods.com/skyrim/mods/58554
http://www.nexusmods.com/skyrim/mods/58359
I hope your Mod wont conflict with this Mod
http://www.nexusmods.com/skyrim/mods/56807/?