Oblivion

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Recastable Summons Author: kab Version: 1.3 E-mail: kab AT thekab DOT com TABLE OF CONTENTS ================= UPDATES DESCRIPTION INSTALLATION PLAYING THE PLUGIN COMPATIBILITY KNOWN ISSUES CREDITS UPDATES =========== 1.3 * No more leaving summons behind in unloaded cells (and causing numerou

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Recastable Summons
Author: kab
Version: 1.3
E-mail: kab AT thekab DOT com

TABLE OF CONTENTS
=================

[1] UPDATES
[2] DESCRIPTION
[3] INSTALLATION
[4] PLAYING THE PLUGIN
[5] COMPATIBILITY
[6] KNOWN ISSUES
[7] CREDITS

[1] UPDATES
===========

1.3
* No more leaving summons behind in unloaded cells (and causing numerous problems as a result) because creatures now teleport to you when they are too far away and in a different cell.
* Creatures won't attack friendlies anymore, they'll exhibit the same behavior as an Atronach familiar from Wizard's Tower.
* Rewrote the README to hopefully be less confusing.

1.2
* Added a new ESP that is compatible with Damar Stiehl's Mighty Magick plugin.

1.1.1
* The creatures summoned by original spells and by NPCs will now ignore friendly hits in combat.
* There is a MUCH better method employed for testing whether or not a summons belongs to the player. You should no longer be affected by any summons but your own.

1.1
* Script is a little more robust.
* Added three new spells: Call Summons, Punish Summons, Banish Summons.
* Summons will only fight back if you hit them more than three times out of combat.

1.0.5
* Spells are no longer added directly to the Athragar NPC entry so the plugin is more compatible.

1.0.4
* Modified summoned creature stats to be approximately the same as they originally were but adjusted for level.
* Fixed personality on creatures that weren't attacking before, they should fight for you now.
* Added "Summoned" to the beginning of recastable summons creatures names to distinguish them from enemies.

1.0.3
* Another bug with the check to see if it's a player's summons fixed.

1.0.2
* Fixed the Skeleton creature, it will follow and fight for you now.
* Fixed a typo in the fix from 1.0.1 caused scripts to almost never execute properly.

1.0.1
* The old summons spell creatures were not properly leveled. This has been fixed so they will be on par with the summoned creatures for the new spells.

[2] DESCRIPTION
===============

Adds recastable summoning spells to the game. The total number of creatures that can be summoned is based on your current Conjuration level. Summoning spell durations have been tripled for all spells and summoned creatures are now leveled.

See [4] PLAYING THE PLUGIN for details.

[3] INSTALLATION
================

As of version 1.2 there are multiple .ESP files available, CHOOSE ONE:

1) Recastable Summons.esp

This is the normal Recastable Summons file that anyone not using Mighty Magick should use. It includes all the changes I've mentioned: adds recastable spells, triples summons durations, makes summoned creatures leveled, changes the number of summoned creatures allowed to be based off your Conjuration skill, makes summoned creatures ignore friendly fire in combat. For details on these changes, such as the leveled creature caps and total summoned creature caps please see [4] PLAYING THE PLUGIN. Naturally I recommend this version, it's what I enjoy and it's fairly balanced when used with plugins like Adrenaline or anything else that makes the game harder with more enemies. However, for those of you who like the power of Mighty Magick see below.

2) Recastable Summons - Mighty Magick Version.esp

This is for those of you who want the recastable spells and Conjuration-based summons cap but want everything else to be the same as Mighty Magick and want it to be compatible with Mighty Magick. This should be used as a replacement for Mighty Magick - Summoned Creatures.esp. You can use it with the other files as you see fit, but you need to use his spells file if you want the original spells and my spells to have the same cost/duration. So someone looking for the full Mighty Magick + Recastable Summons experience would have these checked:

Mighty Magick - Settings.esp (Optional)
Mighty Magick - Races.esp (Optional)
Mighty Magick - Spells.esp (Required)
Recastable Summons - Mighty Magicka Version.esp

I provide this version purely as a convenience to those who use Mighty Magick and wanted this too and I do with Damar's permission. All credit for any and all alterations to the summoned creature stats and levels, bound armor changes, and changes to spell cost and duration goes to Damar Stiehl. The latest version of Mighty Magicka can be downloaded at TESSource:

http://www.tessource.net/files/file.php?id=2813

[4] PLAYING THE PLUGIN
======================

Where to find them?
-------------------
The new spells can be found on Athragar in the Chorrol Mage's Guild. Please note that Athragar has some odd AI packages that make him not offer services during the day when he's doing certain things like reading. This is part of the original Oblivion and nothing to do with my plugin, just keep trying to talk to him until he offers spells.

What are the Conjuration-based caps set to?
-------------------------------------------
For each original summoning spell there is a new "Improved" version that is "recastable". When cast more than once the spell will summon additional creatures of that type. If summoning the new creature gives you more summons than you are allowed to have the oldest summon will be removed. The number of summons you can have is dependent on your Conjuration level:

Novice: One creature.
Apprentice: Two creatures.
Journeyman: Three creatures.
Expert: Four creatures.
Master: Five creatures.

As an example, if you are a Journeyman of Conjuration you can have a total of three creatures. This means any three creatures, whether it be three Dremoras or a Scamp, a Flame Atronach and a Skeleton. Furthermore, which spell the creatures were summoned by is irrelevent. It doesn't matter if they were summoned by a recastable spell, an original game spell or a spell created through spellmaking. Creatures summoned by any of the above methods will be counted.

What are the leveled creature caps?
-----------------------------------
The creatures summoned will also level with you. Creatures of different levels of Conjuration have different level caps:

Novice/Apprentice: Levels from 1-10.
Journeyman: Levels from 1-20.
Expert: Levels from 1-30.
Master: Levels from 1-99.

So long as you are in the level range for the creature it will level with you. If you exceed it's level range then it will be capped at it's highest level. If you are level 12 and summon a Dremora it will be level 12, however if you were level 31 and summoned the Dremora it would be capped at level 20. The Master level creatures effectively have no cap.

These creatures have stats that will make them roughly equivalent to the original creatures when they are of the same level as the original creatures. If a creature was originally fixed at level 12 then when you summon that creature at level 12 it will have approximately the same stats as it did in the original game. However, at level 8 it will be weaker and at level 20 it will be stronger.

What changes were there to spell duration/cost?
-----------------------------------------------
Both the existing spells and the recastable spells have had their duration tripled and their cost unaltered.

Are there any other special new spells?
---------------------------------------
In addition to these there are three new spells that deserve explanation:

1. Banish Summons
Kills any and all of your summons and resets the plugin. Good for wiping out your army if they're in the way or resetting the plugin if problems arise. In general, it's good to not leave summons behind as there's more likely to be problems with actors stuck in another cell.

2. Punish Summons
Kills any and all of your summons that are attacking you. If it's your summon and it is currently attacking your character it will be instantly killed. If the summons went hostile but is attacking someone else it will not be affected.

3. Call Summon
Calls all of your summons to your current position. Useful when summons are taking too long of a route or you need to pull them someplace they could not otherwise get to. This spell will only work once a second, if you manage to cast it twice in one second then the second cast will do nothing.

Can I change the summoned cap level?
------------------------------------
The caps at various levels of Conjuration can be set through the console.

Instructions
1. Open up the console with the ~ key.
2. Type "Set KBSummons.<conjurationlevel>Max To #&gt;" where ConjurationLevel is one of Novice, Apprentice, Journeyman, Expert or Master and # is an integral number for the cap you want.<br> 3. Repeat for any levels you want to change.<br><br>So if I want to make a Master of Conjuration be able to summon 10 creatures instead of 5 I would type "Set KBSummons.MasterMax To 10" in the console in the game. Make sure you save once you set all of these otherwise it won't stick.<br><br>[5] COMPATIBILITY<br>=================<br><br>This plugin modifies all summoned creature and NPC entries and original spells. It adds several scripts and a new quest that is hidden from the player. There is also an activator added to the Chorrol Mage's Guild for adding spells to Athragar.<br><br>Conflicts<br> * Friendlier Summons: Included with this plugin, do not use separately.<br> * MultiSummons: Included with this plugin, do not use separately.<br> * Adrenaline Oblivion: Single conflict in a GMST. This plugin should be loaded on top and will not harm Adrenaline. In Adrenaline the summons cap is three, this plugin sets it to 50 and enforces caps through scripts.<br> * Oscuro's Oblivion Overhaul 1.2+: Oscuro's makes a minor change to the summoned Dremoras. If loaded on top of OOO this plugin should not cause any serious problems, you just won't see Oscuro's change to summoned Dremoras.<br><br>Compatible Mods<br> * Action Oblivion<br> * Oscuro's Oblivion Overhaul 1.01<br> * Mighty Magick (when using the special compatible esp I provided)<br><br>[6] KNOWN ISSUES<br>================<br><br> * Crimes committed by the new summoned creatures will not be counted against the player.<br> * Sleeping or waiting won't be counted against the summons duration.<br> * Sometimes the summons might exceed it's duration by a few or even several seconds if you ditch them.<br> * The new summoned creatures won't attack friendlies if you get into a fight with them. This is the same behavior you will see in Atronach familiars, meaning even Bethesda isn't doing better.<br><br>[7] CREDITS<br>===========<br><br>Credit for summoned creature, bound armor, spell duration and spell cost changes in the Mighty Magick version goes to Damar Steihl.<br>Thank you to DragoonWraith for inspiring some ideas that led to this being possible.</conjurationlevel>