Skyrim

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Darth Sidious

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Darth Sidious

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86 comments

  1. Dreadmorg
    Dreadmorg
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    Luv this mod!! 1 thing though the ghost animation or texture is to translucent i can barely see the things i summon
    1. SummonTheDaedra
      SummonTheDaedra
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      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.
    2. Dreadmorg
      Dreadmorg
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      nope idk what that is, i guess its just me but maybe u can make them a little darker cause when i fight ghosts i always get confused lol
    3. SummonTheDaedra
      SummonTheDaedra
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      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.
    4. Dreadmorg
      Dreadmorg
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      ok nvrm then, i download mods i dont make them an i can nvr learn how so i guess it will have to do :(
  2. freestyle15
    freestyle15
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    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?
    1. SummonTheDaedra
      SummonTheDaedra
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      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.
  3. Treanting
    Treanting
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    Unable to summon lurkers indoors. Is this intended or just a bug?
    1. Darth Sidious
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      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.
  4. Tuke03
    Tuke03
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    Is there a similar version of this mod as i dont own all dragonborn or dawnguard dlc
    1. Darth Sidious
      Darth Sidious
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      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.
  5. Susaphone
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    Would you please make it possible to summon these creatures even with high Spell Absorption?

    Thank you.
    1. Darth Sidious
      Darth Sidious
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      Use the Unofficial Skyrim Patch, it fixes the spell absorption bug and all conjuration spells will work properly.
    2. Susaphone
      Susaphone
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      I think I tried that. Unfortunately, it doesn't appear to work.

      Thank you.
    3. Darth Sidious
      Darth Sidious
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      Do you have any other magic related mods? Unofficial Legendary Patch should definitely fix the spell absorption bug.
    4. Susaphone
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      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.

      Thank you.
    5. Darth Sidious
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      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.
    6. Susaphone
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      Ok. Thank you.
  6. MoestroDistoPlus
    MoestroDistoPlus
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    Awesome mod! Does it compatible with SkyRe?
    1. Darth Sidious
      Darth Sidious
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      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.
    2. MoestroDistoPlus
      MoestroDistoPlus
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      Got it. Thank you for the answer!
  7. ShadowWolf99
    ShadowWolf99
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    cool mod but is there a version where the skeletons dont look like ghost
    1. Darth Sidious
      Darth Sidious
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      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.
    2. ShadowWolf99
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      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
    3. Darth Sidious
      Darth Sidious
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      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.
    4. kevizzle
      kevizzle
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      This is really easy to do with TES5Edit, let me know if you're still interested. (I know it's been a few months)
  8. goonie88888
    goonie88888
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    Can't wait to try this mod out. I wanted to do a "poison mage" character, but there weren't any summons that fit. Thankfully, your mod fixes that!
    1. Darth Sidious
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      I hope you will enjoy it
  9. daventry
    daventry
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    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/?
    1. Darth Sidious
      Darth Sidious
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      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.
  10. planssine
    planssine
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    that's what i was looking for but i will not use it only because i don't like my summons look like ghost that's all.
    1. Darth Sidious
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      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.