It's interesting,I like this mod very much! But many creatures are useless as they lack any skills and their models are not perfect. I have found Orin and Viconia, but they also lack any abilities, which is very regrettable. I have summoned many creatures to fight against each other, and I just need to watch from the side. I really enjoy it.
When will the summons be organised into groups? I figured that I'd use some for specific scenarios but it's a complete pain to search for every type of spider between each of the spells even with using the source code. It's a seriously awesome mod but this is kinda necessary
It's not a problem these things happen, just thought I'd let you know that was the case is all. Also the new update seems to work as you'd intended.
As a note to any users who are moving to the update, the spells will remain in your spellbar when you load your save (if you had a previous version installed). But once you wear the ring and remove it the spells will also be removed.
Anyway to add these onto different rings/equipment? Having this many complicated spells on a character slows down the game performance massively, seriously awesome mod tho. But it needs to go onto rings or something
Have you play tested this? Its probably just an incompatibility on my end, but Tav still unlocks all of the spells off of starting a new game. And also the spell's "summons" learn all of the spells as well which is also a problem. Not quite sure whats going on, can't find the ring in the tutorial chest either. Its still really cool and actually functions, but I can't make use of this till its fixed. Maybe try and add them like a cantrip that's actually tied to the ring itself, so that way when you unequip you can't cast it anymore? I'll check my modlist for possible incompatibilities later, its pretty extensive lmao
I have – It sounds like the V1.1.0 update simply didn't take for some reason. Double check that you downloaded and re-installed the latest version? I can re-test as well to ensure I pushed the update correctly.
Hey, I've been using the mod and it's very cool. The only problem is that the ring seems to not work? All my characters, and even the summons spawn with the spawn "spells" from the mod, and the ring doesn't seem to change anything when equipping him. I'm using a mod load order with only this mod to test.
Tracking... and intrigued by future dev roadmap (b4 adding to load order). Good stuff! Want much but can wait... the ring/item/performance thing is kinda crit for me, as I usually have a party of 16 or so (and a baz8illion mods with passives & FX & whatnot) & perf is already a bit of an issue.
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As a note to any users who are moving to the update, the spells will remain in your spellbar when you load your save (if you had a previous version installed). But once you wear the ring and remove it the spells will also be removed.
If the characters get grouped more logically, maybe I will add different items for different groups
Its still really cool and actually functions, but I can't make use of this till its fixed. Maybe try and add them like a cantrip that's actually tied to the ring itself, so that way when you unequip you can't cast it anymore? I'll check my modlist for possible incompatibilities later, its pretty extensive lmao
1.2.01.3.0 should work as expected!1.2.01.3.0 should work as expected!Want much but can wait... the ring/item/performance thing is kinda crit for me, as I usually have a party of 16 or so (and a baz8illion mods with passives & FX & whatnot) & perf is already a bit of an issue.