I'm not actively modding anymore. I have kids now and don't have time ^.^ Open permission granted to make and release any changes you like, just credit me and link back to this mod. Thanks.
Would you be willing/able to make a version of the 1.1, but add the animals as permanent summons? Thralls? Like you can get in vanilla with the Atronachs?
fresh game install, latest KS hair from nexus and high poly head 1.4, AE steam version ; Second file always crashes the game once i reach the tree in cave area. firts file works, but merchant wont speak to me. At least spells works it seems.
Was really looking forward to using this mod but like others didn't realise that all the summons are immortal/invulnerble. Kind of defeats the purpose of needing the higher level spells if even over time the lower level summons can kill endgame content, through slowly.
Thanks for your input and the reference. It is very easy for those who don't like the "invulnerable" to open the esp in CK or xEdit and remove that flag from the summons. You could also make it ESL if you want. Update: I had actually done that at some point and apparently forgotten. I uploaded my own updated version that I play with, but it requires KS Hairdos and High Poly Head mods.
Thank you for the updated file and fast response. Kudos
Reason I wanted to use your mod was unlike many others it doesn't add to many spells and keeps it fairly simple. Now I'm looking forward to getting on with my new druid play-through :)
Edit - Not sure whats going on but tried your updated file and the summons are still invulnerable. I tested this on a couple of different saves where your mod hadn't been installed before. Other mod summons (Odin, Summonable Spriggans etc) all take damage in my game
Invulnerable? Answered a thousand times. In the beginning they weren't and people complained that if they attacked the summons the summons fought back. So I made them invulnerable. I'm not changing it back.
FYI for anyone wanting two summoned minions. I am using Ordinator with this mod and wanted to summon two frostbite spiders. In Ordinator, Atromancy allows you to have two summoned minions, however it wouldn't work. I noticed the Conjure Familiar(Vanilla) and the Conjure Skeever(Druid Conjuration) spells did allow two minions, so I looked into that. Using SSEEdit, I found that the AnnaDruidConjuration.esp>Magic Effect>Conjure Skeever had a keyword that the Conjure Frostbite Spider did not. This was also true of the Conjure Familiar spell. I used SSEEdit to add the "MagicSummonFamiliar [KYWD:001091CF]" to the Magic Effect for Conjure Frostbite Spider and viola it works. Hope this helps.
Interesting... doesn't really make sense though, as a Familiar is a totally different summon, it's a wolf, so I'm not sure how adding that Keyword would make an additional skeever, it should instead add a Familiar in addition to the skeever. It's been quite a long time since I made this mod, it was one of my first. I don't know how Ordinator works, BUT... In CK, the only vanilla magic effect that uses "summonfamiliar" Keyword is in fact the Summon Familiar spell. The Twin Souls Perk also uses it. The TwinSouls perk specifically says "two atronachs or reanimated zombies." That's all it's intended for in vanilla.
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Open permission granted to make and release any changes you like, just credit me and link back to this mod. Thanks.
Is there a way to substitute another animal as a familiar? * (Old OG D&D Nerd here!) :)
Would you be willing/able to make a version of the 1.1, but add the animals as permanent summons? Thralls? Like you can get in vanilla with the Atronachs?
Is this basically the nature variant of the flame/frost/storm thralls?
I've found a spell mod for temp summons, I'm more interested in permanent till death.
Nvm found your nature companions mod.
https://www.nexusmods.com/skyrimspecialedition/mods/1154
I can understand why you changed it but nowadays there is mods like PO3's Simple Offence Suppression to handle friendly fire on Neutral,Friendly and Allies:
Simple Offence Suppression at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
and wSkeever's MCM options add-on:
Simple Offence Suppression MCM - Block Friendly Fire at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Update: I had actually done that at some point and apparently forgotten. I uploaded my own updated version that I play with, but it requires KS Hairdos and High Poly Head mods.
Reason I wanted to use your mod was unlike many others it doesn't add to many spells and keeps it fairly simple. Now I'm looking forward to getting on with my new druid play-through :)
Edit - Not sure whats going on but tried your updated file and the summons are still invulnerable. I tested this on a couple of different saves where your mod hadn't been installed before. Other mod summons (Odin, Summonable Spriggans etc) all take damage in my game
I am using Ordinator with this mod and wanted to summon two frostbite spiders. In Ordinator, Atromancy allows you to have two summoned minions, however it wouldn't work. I noticed the Conjure Familiar(Vanilla) and the Conjure Skeever(Druid Conjuration) spells did allow two minions, so I looked into that. Using SSEEdit, I found that the AnnaDruidConjuration.esp>Magic Effect>Conjure Skeever had a keyword that the Conjure Frostbite Spider did not. This was also true of the Conjure Familiar spell. I used SSEEdit to add the "MagicSummonFamiliar [KYWD:001091CF]" to the Magic Effect for Conjure Frostbite Spider and viola it works. Hope this helps.
In CK, the only vanilla magic effect that uses "summonfamiliar" Keyword is in fact the Summon Familiar spell. The Twin Souls Perk also uses it. The TwinSouls perk specifically says "two atronachs or reanimated zombies." That's all it's intended for in vanilla.