If you report problem, please mention which game version are you using, what mod version. And your entire modlist, most of the time issue are caused by some mod overwriting mine. Move it in load order.
It is still functional I am using it myself. I am not touching scripts but tags, and technically its mostly original code that makes new spells variants.
Patches won't touch my original code, and from the in game spell it merely adds to its container so it knows which spell are related so to display imp as option. Devs haven't added any new spell to container yet so nothing to get removed.
Great mod. I have been using it for a while. One question: Is it possible to include Shovel in the summons separately? I used the scroll with my main (bard) and now I can't summon Shovel. I would like to have the little rascal back.
Incorrect. Support for ritual version was added in 1.0.1. Below screens from my game where I took ritual caster feat. Something OVERWRITES my mod in your mod list. You have to move it down in load order.
Is there any way to make it work with the 5e Spells mod version, that summons multiple familiars of the same kind at once? I would love to play with an army of imps lol
Hi! Really cool mod, but I can't seem to get it to works, is it supposed to activate immeditaley on an existing character?
Or maybe it's not compatible with some mods, I'm using the Druid unleashed mod that had the Find Familiar spell for free to the druid at level one, your no rest mod works perfectly find so far, but when I use this one, I see no Imp or Quasit at all, no matter the order, is it normal, am I supposed to unlock them later?
Hi! I've just installed and only has intalled this mod and No Rest Find Familiar (Imp and quasit version), I started a new campaign as Ranger with Find Familiar spell, the no rest is working OK but the Imp and the Quasit do not appear in the list of Familiars.
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Has anyone tested this mod recently ? we've had so many patches / hotfixes I'm curious to see if the mod has remained functional :)
I am not touching scripts but tags, and technically its mostly original code that makes new spells variants.
Patches won't touch my original code, and from the in game spell it merely adds to its container so it knows which spell are related so to display imp as option. Devs haven't added any new spell to container yet so nothing to get removed.
I have a question would it be possible if you can make the "incubate death" spell learnable for charcaters?
would be so awesome
Is there any way to make it work with the 5e Spells mod version, that summons multiple familiars of the same kind at once? I would love to play with an army of imps lol
Or maybe it's not compatible with some mods, I'm using the Druid unleashed mod that had the Find Familiar spell for free to the druid at level one, your no rest mod works perfectly find so far, but when I use this one, I see no Imp or Quasit at all, no matter the order, is it normal, am I supposed to unlock them later?
Take care, and have a great day!
Do we need to level up?
You can download new version which has it fixed.