Morrowind
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OEA

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opiter09

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About this mod

Ever think it weird that you, some random Argonain n'wah with 25 conjuration, can summon the ghost of your ancestors, despite not even having any ancestors in ghost form? Then this is the mod for you! It almost entirely eliminates the Summon Ancestral Ghost effect. A MWSE-Lua mod.

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NOTE: For technical reasons the folder the mod is in changed between 1.0 and 1.1. Please make sure to uninstall the old version of the mod, and delete Data Files/MWSE/mods/OEA/OEA8.5 Ghost and its contents if needed.

I always thought it weird that, despite Ancestor ghosts and worship being presented as a uniquely Dunmer thing, anyone can summon one. You even get it as a starting spell! Well this mod rectifies that. Borrowing some code from Enhanced Light, this mod now dynamically replaces all instances of Summon Ancestral Ghost with Summon Scamp. The one exception is the Dunmer power Ancestor Guardian, which has been reworked to do what it sounds like: it now summons three (*NEW* in 1.1 this number is configurable) ancestor ghosts for 30 seconds each (and is renamed Ancestor Guardians, plural, to match). Finally, when changing cells NPCs in your new cell lose all spells that used to summon ancestor ghosts, so you don't get sold a "Summon Ancestral Ghost" spell that summons a scamp instead. 

Regarding Compatibility, this mod does not directly contradict much, but can cause immersion issues. Namely, if you are playing a mod or something where someone is supposed to summon an ancestor ghost, and they get a scamp, that would be pretty weird. Further, I'm sure there is some dialogue somewhere about this stuff, that this mod would contradict. The one thing that really makes a fuss is Race mods that remove the Ancestor Guardian power from Dunmer. If they change it, that's fine, because this mod will just override it; but actual removal is problematic. Reverting such an edit, however, requires only elementary CS skills, so I leave that as an exercise for the downloader. Finally, I use a mod called Useful Starting Spells. Two of the conjuration ones are Summon Scamp and Summon Ancestor Ghost; ergo you should probably change one or the other to avoid redundancy if you wish to use both mods. I myself changed the ancestor ghost one to summon a skeleton, but you can do whatever you want.

As to save-games, you can drop this in no problem, and by the magic of Lua you can take it out perfectly fine, with everything reverting to normal except for any spells people lost.

CREDITS
-Thanks to OperatorJack, from whose Enhanced Light mod I got the code to swap all instances of a spell effect.
-Thanks to NullCascade et al. for MWSE.
-Thanks to the MMC for general help.