Dragon Age: Origins
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Leon Fenten

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leonfenten

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About this mod

New Mage School Conjuration for new summons/pets.

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Conjuration - Dragon Age: Origins Mod
Leon Fenten

This mod adds a new School of magic for Mages called Conjuration.
There are 16 new spells, 4 new tactic presets, 4 altered creature models and 16 modified icons.

I am no writer so my spell descriptions etc may seam a little un-original (is that a word?)
I am not a programmer so my scripting might look a little long winded and hectic.
I am definitely no artist so my icons look just like normal icons but with a single extra letter :-D

Still I have been working on this mod for quite a while and I have learned everything from the many helpful people on the wiki and through trial and error, well mainly error.

I love playing Dragon Age and the story and combat has drawn me back to playing it again and again but I have really missed the summons from the previous games like Baldur’s Gate etc so I decided I would try and make my own spells that reflect exactly what I liked best about pets/summons.

The main 4 new spells are:

Summon Spirit Healer, a ‘lady of the forest’ type humanoid that has healing spells like Heal and Life ward plus a few other useful spells for a general healing support character.

Summon Skeletal Mage, a skeletal minion that has basic damage spells like Arcane Bolt and Winters Grasp plus a few defensive spells.

Summon Skeletal Warrior, a skeletal minion with a large two handed sword some power attacks like Sunder Armour and Mighty Blow plus a threat increase buff.

Summon Skeletal Rogue (you seeing a pattern here with skeletons) a minion with two daggers and skills like Below the Belt and Dual Weapon Flurry, the rogue also has a minor lock picking skill.

I chose skeletons because they were the easiest creature to identify on the battle field and I quite liked the Animate Dead spell, the way it copied the skills and weapons of the fallen enemy was something I wanted to use.
I also used other modders general ideas for inspiration on my mod, DeepImpact mod for Evocation is amazing!

The summons from spell level 1 to 3 are 75% of your level, for balance purposes they have to use their skills/spells at +100% stamina or mana cost though.

I wanted to be able to summon a creature that complimented which every situation I was in and also which party I chose to adventure with, never satisfied with just one set of companions and always switching around for more story and diversity. I decided I needed at least 3 types of summons, one that solely heals my party, one that can provide ranged support and one that is front line damage.

I have been playing with this mod for a while now trying my best to balance it as I play but as I mainly play on nightmare and always reload when any party member dies I am never going to get it balanced as well as Bioware have with the original skills etc.
It does add a completely unique route for the Mage class to take though as the main stat required for the spells is Wisdom and as each spell adds powers to others there are multiple ways to play with just this mod.

There are 2 versions of this mod, LFConjuration and LFConjuration2

LFConjuration lets you summon up to 4 creatures but not multiples of the same level spell, so you can’t summon a level 1 warrior and level 1 mage, but you can summon a level 1 warrior and a level 2 mage.

LFConjuration2 lets you only summon one of the 1-3 level creatures and 1 master summon for a total of 2 summons.

NOTE: There is one major draw back to summoning multiple creatures on one character, the abilities of both/all summons will be deactivated and I have found no way around this, so make sure you set up your tactics just the way you want.

Mod Details:

Other Mods essential:
None

Other Mods suggested:
Advanced Tactics by Anakin so you can use the new tactic presets I have made.
http://www.dragonagenexus.com/downloads/file.php?id=181
Advanced Quick bar by Anakin so you can have all the spells easily accessible
http://www.dragonagenexus.com/downloads/file.php?id=706
Dragon Age Mutator by TheMutator to stop summons disappearing on loading areas etc
http://www.dragonagenexus.com/downloads/file.php?id=166

String ID Begin:1508000000
String ID End:1508000200
GuiType.GDA:901
Summons.GDA: 91- 95
ABI_Base.GDA:485001 - 485030
Passive_Abilities.GDA:48517 - 48530
M2DA.GDA:15001 - 15005
Script Files:Ability_Summon_T_H & Talent_Pet_T

Any other mods with changes to these string numbers etc will cause conflicts.

I have also included all the source files so if you want to adjust anything or clean up my messy scripts please feel free to do so but if you repost please give credit where credit is due.

Any suggestions or bugs please let me know :-)

Leon Fenten