Well it seems to work with openmw, but why having permanent summons in the 1st place ? They are often dumb, and you'll have to heal them instead of just summoning a new one, not really interesting... + It makes the 3 changed books incompatible with bookrotate, I like my bookrotate... !
I summoned a storm atronach with this mod. It got trapped in a peace of terrain, so couldn't follow me, and long since seems to have disappeared. I've still got a permanent "summoned storm atronach" spell effect in my active spell effects list - and i can't seem to find a way to get rid of it? Probably no big deal, but i'm worried it's the sort of thing that could end up contributing to instability
I guess these summons function the same as the regular ones, besides of course being permanent? Would it be difficult to make it so that they obey basic commands (wait, follow me)? Considering giving a (probably doomed) crack at this myself some time.
Potentially. The issue is that there is no "Summon Ogrim" spell effect in the game, so if I did implement it it would likely function quite differently from the other summons, which all use the default Summon effects.
if you use the current MCP you can just make a soul trapped spell which summons permanent daedra, no need for a mod. You could do it in vanilla morrowind too, but it would cause crashes with more then a couple of permanent summons
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They are often dumb, and you'll have to heal them instead of just summoning a new one, not really interesting...
+ It makes the 3 changed books incompatible with bookrotate, I like my bookrotate... !
You could do it in vanilla morrowind too, but it would cause crashes with more then a couple of permanent summons