0 of 0

File information

Last updated

Original upload

Created by

CFH

Uploaded by

cfh85

Virus scan

Safe to use

About this mod

Summon any NPC or creature

Permissions and credits
Summon AllV002 now uses an array to (hopefully) remove all factions from the NPC. I plan to release V002UV (upgrade version) that will remove all factions from any summons you've already created if you have V001. This version seems to have stopped random attacks by other NPCs on the custom summons

Summon All. My intention is that all future updates will be backwards compatible and will add changes to existing summons. Changes made. Summon now has a unique mane - (PCName)'s (orignalName). Essential and respawning flags are removed if ticked (the summon is resurrected upon being summoned). More guilds are removed from the summon (there are a lot to work through). For some reason I'm unable to prevent the arrest dialogue on former guards

Previous Versions
V005. If you hit the custom summon in combat it should now ignore it. Also the summon plays a magic effect shader. Still unable to find a function to dynamically rename the summon

V004 uploaded. Scroll enchantments have been put back to the correct ones (I messed up and had them all with the same spell). Custom summon has its Disposition modified when it's summoned so it should be friendly to the PC no matter what (even if you killed it last time). Guards that are made into summons are still trying to arrest me, but let me off with a fine. I have been adding to the list of removed factions when the summon is created. All the the PC factions should be on there from V001 so if you kill the summon you wont be expelled from any guilds. Still much to do

V003 uploaded. This version adds a follow player package to the custom summons, sets their aggression a bit lower, their responsibility higher and makes them friendly towards each other.
Also a major improvement. The scroll spells now have a magic effect shader so you can see if you hit your target and more importantly the spell script will give you another scroll if you don't hit an actor (NPC or creature).

V002 uploaded. This version should now repair all the equipment of any of the custom summons before they are summoned. Just a small mistake in the original

Important. This will work on NPC's and creatures from other mods. If you remove a mod and it's textures and meshes and have set a custom NPC (with items from that mod) they will not appear, the same goes with creatures from other mods. If the textures and meshes are left in place it should continue to work properly.

There is a chest next to the steps in the Arcane Uni (to the left in the public area)
In the chest is 5 scrolls. Each scroll creates a COPY of any NPC or creature to be selected as a summon (this isn't the summon, just the summon select). This summon should be friendly regardless of the original.
Upon activating the chest 7 spells will be added to the player.
5 custom summon spells to match the 5 scrolls.
1 spell is an NPC summon select. It doesn't create a summon or alter the NPC in anyway. If the NPC isn't friendly they wont be when summoned.
1 spell is NPC summon which summons the preselected summon. If they die the original will be dead as it's the same NPC - basically it just teleports the selected NPC. No idea how they'll behave. Probably this will be most useful for companions.

The scrolls are to limit the number of custom summons are they create game save bloat.

This is to be considered a beta, although I don't expect any problems.

All the spells are low cost and low level as balance isn't my aim here. Later versions may balance the spells, but no quest will ever be added as this will be put into my main mod.

This is in response to a mod request

feel free to use in any way, just give credit

Requirements.
OBSE 0020 is installed on my pc, so best assume that

Credit
OBSE
Doesntcareaboutname - idea