This mod is really useful, and fun, especially if you have your own companions or whatever with gear and stuff. But what I really thought was boring and eh, was when the summon dies and they don't come back at all through any means, like I know the desc says that it doesn't create a copy and when they die, they *die*, but I still find it boring that they die perma. I could be having a guard summon all day, but when it dies, then the spell is practically useless, unless you find another NPC that's gonna end up dying soon and you'll have to eventually search another one. The point of summoning in general is that they have to be ready to use at all times, no matter how many times you summon them, they always come in at full health, prepared, and they can ALWAYS come back.
I recommend actually FIXING or improving the mod so that whenever you select an NPC and dies, it doesn't truly die, like all the other summons, please.
I've made some changes. It appears that each time I cast the Custom Summon select spell (1-5) it overwrites the other summon so that they all end up as the same and I can only summon 1 NPC at a time.
anyone else having this problem?
Edit. My bad. All the scrolls have the same spell I've now altered it. V004 will be fixed
they should be friendly to each other now. I forgot to set the faction disposition for them liking the summon faction, only the PC faction. I'm not sure why they wouldn't be friendly to the PC. I need to find a way to remove all other factions from the summons. The should now follow the PC, I'm not sure if they will fast travel or follow through doors. I think the problem with teleporting to the summon storage room comes from the spell not hitting an actor. The script has now been changed. If it doesn't hit an actor it replaces the used scroll and stops the script. I think it was not actually having a summon to call. I'll have another look at the scripts for improvements. Do I understand you right that you have summoned multiple of the same summon? That shouldn't happen and I don't see how it can, unless you mean you have used multiple summon select spells on the same target. I'm not sure why NPC's are attacking the summons. I had that problem, but I thought the summon may have started the fight due to low responsibility and high aggression (which has now been changed). NPC will most likely attack the summon if the original was in a guild that is unfriendly to the NPC. I'm trying to figure out how to remove all original factions.
Important note. Duplicating the scrolls should replace the summon that goes with it, however it will lead to game save bloat which is why there is only 5. Obviously this isn't a problem for testing in a "testing" save
I'll see if I can change the names of the summons in V004 as well as other updates. expect it within 24hours.
PS magic effect shader has been added so that you can see the spell target. V004 or V005 will contain a messagebox to confirm if you hit the correct target, since it has limited uses.
Haven't gotten a chance to try the newest version but as for feedback, summoning, especially while a summon is still on the clock, often results in teleportation to a mysterious 6 chambered space with summons that failed to summon or that did but are apparently here usually in one of the adjacent rooms, I uploaded an image of this space for the time being (isn't showing up yet though) so that you can know what I am referring to.
Additionally, granted I may not have tried it sufficiently with regular creatures (they either kept getting killed by the other summons or failed to summon for me to see if this is the case), while the summons are suppose to be set to friendly, at least the Midas Balrog and Gatekeeper are not any more friendly toward the player than their nonsummoned form and summons usually are not friendly toward one another.
Needs a visual for the magic, it seems the spell slot may be filled by nothing for summoning even if we miss albeit I cannot be certain of this one due to the aforementioned lack of magic visual, lack of renaming spell and of course the creature seemingly having been missed by the attack. Though unimportant since there are only five, it would be nice if the summons had monikers to distinguish between them. More than anything however, there is a faction issue in the early version I tested, my companion (particularly Vilja since that's the one I tested it with) ends up in battled with the summons. I didn't test this as I forgot to see what happens if we duplicate the scrolls but hopefully we can replace the corresponding summon in the slot of that summon / scroll number.
Glad to see we can technically summon multiples of the same summon with this and even summons of a duplicate, and that actors keep the clothes they were wearing while the scroll was used on them and it's great to be able to summon the dead even if I do end up in that mysterious space for the time being.
Great progress I see and great proof of concept as it is technically summoning everything, including creatures from mods. I'll be testing the newest version soon.
-------
Also, they didn't teleport or fast travel along with me in the original.
Hope you like it. I tried it briefly without issue. I can't see any problems except with missing meshes/textures if you use it on something from a mod you then remove. If I can find a way to permanently remove the custom summons I'll change it so people can change the Custom summons, but at the moment if I do it it'll lead to game save bloat. Also, the summons wont follow you in this version, but should fight for you (except the NPC summon) and if you select a guard(town, imperial, battlemage etc) they shouldn't be able to arrest you if you hit them (except with the NPC summon because it works different)
Any feed back is welcome and will help me to make improvements
Anyhow, thanks for accepting the request, I just know this one is going to become one of the most popular mods. I don't usually test mods in alpha but this was done safely and I'm obligated to in this case. Besides, I never save to make progress during a test so here we go.
9 comments
I recommend actually FIXING or improving the mod so that whenever you select an NPC and dies, it doesn't truly die, like all the other summons, please.
anyone else having this problem?
Edit.
My bad. All the scrolls have the same spell
V004 will be fixed
The should now follow the PC, I'm not sure if they will fast travel or follow through doors.
I think the problem with teleporting to the summon storage room comes from the spell not hitting an actor. The script has now been changed. If it doesn't hit an actor it replaces the used scroll and stops the script. I think it was not actually having a summon to call. I'll have another look at the scripts for improvements.
Do I understand you right that you have summoned multiple of the same summon? That shouldn't happen and I don't see how it can, unless you mean you have used multiple summon select spells on the same target.
I'm not sure why NPC's are attacking the summons. I had that problem, but I thought the summon may have started the fight due to low responsibility and high aggression (which has now been changed). NPC will most likely attack the summon if the original was in a guild that is unfriendly to the NPC. I'm trying to figure out how to remove all original factions.
Important note. Duplicating the scrolls should replace the summon that goes with it, however it will lead to game save bloat which is why there is only 5. Obviously this isn't a problem for testing in a "testing" save
I'll see if I can change the names of the summons in V004 as well as other updates.
expect it within 24hours.
PS magic effect shader has been added so that you can see the spell target. V004 or V005 will contain a messagebox to confirm if you hit the correct target, since it has limited uses.
any other suggestions/problems let me know.
Thanks
Additionally, granted I may not have tried it sufficiently with regular creatures (they either kept getting killed by the other summons or failed to summon for me to see if this is the case), while the summons are suppose to be set to friendly, at least the Midas Balrog and Gatekeeper are not any more friendly toward the player than their nonsummoned form and summons usually are not friendly toward one another.
Needs a visual for the magic, it seems the spell slot may be filled by nothing for summoning even if we miss albeit I cannot be certain of this one due to the aforementioned lack of magic visual, lack of renaming spell and of course the creature seemingly having been missed by the attack. Though unimportant since there are only five, it would be nice if the summons had monikers to distinguish between them. More than anything however, there is a faction issue in the early version I tested, my companion (particularly Vilja since that's the one I tested it with) ends up in battled with the summons. I didn't test this as I forgot to see what happens if we duplicate the scrolls but hopefully we can replace the corresponding summon in the slot of that summon / scroll number.
Glad to see we can technically summon multiples of the same summon with this and even summons of a duplicate, and that actors keep the clothes they were wearing while the scroll was used on them and it's great to be able to summon the dead even if I do end up in that mysterious space for the time being.
Great progress I see and great proof of concept as it is technically summoning everything, including creatures from mods. I'll be testing the newest version soon.
-------
Also, they didn't teleport or fast travel along with me in the original.
I tried it briefly without issue. I can't see any problems except with missing meshes/textures if you use it on something from a mod you then remove.
If I can find a way to permanently remove the custom summons I'll change it so people can change the Custom summons, but at the moment if I do it it'll lead to game save bloat.
Also, the summons wont follow you in this version, but should fight for you (except the NPC summon) and if you select a guard(town, imperial, battlemage etc) they shouldn't be able to arrest you if you hit them (except with the NPC summon because it works different)
Any feed back is welcome and will help me to make improvements
Anyhow, thanks for accepting the request, I just know this one is going to become one of the most popular mods. I don't usually test mods in alpha but this was done safely and I'm obligated to in this case. Besides, I never save to make progress during a test so here we go.