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LameJames

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LameJames1212

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59 comments

  1. bertiedastard
    bertiedastard
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    This mod is amazing, but ever since I installed it, any time I'm near water I get shoals of slaughterfish flopping their way towards me, and giant mudcrabs everywhere that attack me on sight.

    I'm basically stuck to being a landlubber.

    I'm thinking it's probably something to do with ORWO, but I like both that and this, so I don't really want to get rid  of either...
    1. LameJames1212
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      future updates will be more compatible with other mods
    2. FurtiveNygmy
      FurtiveNygmy
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      Looking forward to your more compatible version as I too have conflicts with mods like dynamic AI and OWRO like others have posted about. I’m assuming TesSyncmapinjector will solve these issues in the coming updates you think?
    3. LameJames1212
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      Yup syncmapinjector will make it more compatible. 
    4. FurtiveNygmy
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      Awesome, excited as hell for that next update! You think your other mod shiveringsummons might need that too? I haven’t tested that one extensively but just thought I’d ask anyway
    5. LameJames1212
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      That one hasnt had as many conflicts, but Im still gonna update it to use new forms
    6. FurtiveNygmy
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      Sounds good, thank you very much!
  2. WhiteWolf203
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    it would be cool if we had an unsummon spell particularly for those using the wild option 
    1. barcibus
      barcibus
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      Dispel Self will get rid of the summons.
  3. barcibus
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    Amazing mod!  However, it is very overpowered.

    At level 1 with 40 Conjuration I used the Summon Sapling (Maniac Gnarl) for 61 Magicka, and this thing obliterated everything I came across.  I have ORWO so there are many more animals in the wild, and some of them much stronger than normal for that level, but each animal was but a pause for the Sapling (Boars, Black Bears, etc).  Sometimes things would die and I wouldn't even notice that I'd been attacked.
    A spell of this power should probably locked behind Expert level, and cost like 3-4 times the Magicka to cast.

    I'm going to try other summons, but I worry that it will trivialize the game.

    EDIT: there seems to be a bug where, using the Passive version, if I summon an animal type that I've attacked before, then the summon will be aggressive against me, while an enemy type that I never attacked will remain passive.

    Also, that 40 Magicka Hound I summoned at level 1 took out an Imperial Legion Soldier and his horse, without dropping below half health.  Then it turned around and 1-shot me.

    EDIT 2: a Rat (20 Magicka cost) is 2 or 3-shotting Conjurers that I run across.  Then it turns on me and can kill me in about 3-4 hits 😅
    EDIT 3: I wonder if ORWO is affecting the summons somehow.  Summoning a Mudcrab gets the King Mudcrab from ORWO.
    EDIT 4: yes, when uninstalling ORWO the Rat went to a more reasonable (but strong) level of power.  The Sapling was still super strong: faced 3 Necromancers and their Ghosts at the same time in Garlas Agea, and managed to drop 1 and wound the other 2.

    I'm on version 2.2.
  4. theredfox409
    theredfox409
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    Would it be okay for me to do a conversion of this to not use Test Creature edits and either upload it myself and point it towards your page, or send it your way to put up as an optional? It would require TesSyncMapInjector and that would need to be listed. I fully understand if you're hesitant to upload something with external requirements, but it would make for a more compatible version. I can't promise to update it at the same frequency, but I would be happy to do parallel updates when possible, assuming you wouldn't want to update it yourself. If you haven't used TesSyncMapInector, the thing to know there is that as long as you didn't add new creatures to your mod afterwards, you could just use the same text file I'd be generating the first time around and port record edits to the new creatures I'm creating in the compatibility version. If this all isn't up your alley and you don't feel comfy with it, that's totally fine, of course. I'll be satisfied having a compatibility version for myself just to have multiple new summons mods. In any case, thanks for your time in reading, responding, and of course, creating this mod to begin.
    1. LameJames1212
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      I've recently learned how to use TesSyncmapinjector and future updates of this and my other mods will use it, but it might be a couple days before I get that update out. If you want to make a compatible version for yourself in the meantime, feel free to do so
  5. stewartce
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    Hi! I'm not sure it's a bug, so I'm asking for guidance here. While I'm traversing the wilds, random animals walk up to me and start following. While running through the forest, I gain a colony of rats that are none hostile to me, but pisses of guards and civilians. I was even stealthing around Waterfront District and a whole horse was just stalking me the whole time. 

    I have yet to actually get any of the summons. My question is, is this an intended feature for this mod?

    If so, would it be difficult to make a ranger version, where this effect isn't there, but players can still summon animal companions?

    Is there a way for me to manually turn that particular effect off? 
    1. LameJames1212
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      This sounds like a mod conflict. Do you have a mod that adds more animals in the game? My mod only edits the stats of the unused test creatures in the game files, so there are none of them in the world to follow you unless another mod adds those same creatures into the world somewhere.
    2. stewartce
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      That...is correct. Ha ha!

      The horses are from a mod that adds wild horses and the rats are added by a mod that adds field rats. Ok, so mystery solved. Thanks!

      Would swapping their LO fix it?
    3. LameJames1212
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      Swapping load order would make it so the summon spells for those creatures dont work correctly, but the creatures in the wild *should* be normal. Partial compatibility here is fine if you dont plan on using summon rat spells. 

      The only true way to make these mods compatible would be to remove those conflicting summons from my mod in xedit
    4. stewartce
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      I have yet to touch xEdit for the remaster, but I will check that out. I was wondering if you could add a black leopard or panther to the summon list and if you could add an option to make the summons permanent animal companions, or if that's a whole other thing?
  6. WhiteWolf203
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    I love the mod but the wolves attack you if you accidentally hit them. It can be hard not to sometimes especially with the pack summons in cramped places. It’s not fun when they gang up on me. 🥲
  7. gizmogamer
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    I am loving this mod and the summons it brings. My only gripe is sometimes I don't want to have the animals following me around. That is why I love conjuration so much. Those conjuration spells have a timer so I don't have to deal with things getting in my way all the time. Is there a spell or something to make these druid summons go away when I don't want them there? As of right now my solution is just killing them (and I capture their soul which has been nice) but it alarms people around me, which is a problem some times.

    Thanks in advance. This mod is cool.
    1. LameJames1212
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      Are they not disappearing after 180 seconds with the script, or are you asking for a version with shorter spell times?
  8. Lao333
    Lao333
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    will you add spells like polymorph and animal forms?
    1. LameJames1212
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      Animal forms are outside my ability to do, polymorph I could add the wabba spell as a polymorph spell but that kinda makes the wabbajck redundant 
  9. peran156
    peran156
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    I've been trying to figure out where the "Big Grubba" mobs were coming from for over a day now... Hilarious bug, but causing all kinds of chaos every time I leave a city.
    1. LameJames1212
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      Everyone seems to be making big grubba friends and I never did :( Either way it should be fixed in the update 
  10. valrenas
    valrenas
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    I downloaded the new passive version and fast traveled once... 2 'Big Grubbas' and a Spirit of the Forest appeared behind me and the Grubbas killed the spirit horse... the Big Grubbas are now following me, no idea why they appeared lol
    1. LameJames1212
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      This sounds like a mod conflict. Do you have a mod that adds more animals in the game? My mod only edits the stats of the unused test creatures in the game files, so there are none of them in the world to follow you unless another mod adds those same creatures into the world somewhere.
    2. zhawk
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      literally the exact same thing just happened to me.
      Installed the new passive version and fast traveled, 2 'Big Grubbas' and a Spirit of the Forest appeared behind me and the Grubbas killed the spirit horse... the Big Grubbas are now following me.

      you have no idea how happy I am that this happened to somebody else, because I really want to use this mod
    3. zhawk
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      The only mod I have installed that could be in conflict with it is:
      Arachno Mommy - Enhanced Spider Daedra
      https://www.nexusmods.com/oblivionremastered/mods/1660

      uninstalling  Arachno Mommy - Enhanced Spider Daedra  and loading a save prior to installing "Druid Summons"
      didn't work I still have giant goblins killing unicorns following me around when I fast traveled

      I just don't have anything else installed that  makes any sense that it would conflict
      mostly just UI and texture mod
    4. valrenas
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      As far as I'm aware, I don't have anything that affects animals other than this mod. I have a couple that might affect summoning as a whole... Teleport to Frostcrag, Arcane Knowledge... but most of the mods I have are UI or texture mods
    5. LameJames1212
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      Alright Ive found the problem, It was my bad after all. Weird that in all my testing of this I havent had this problem, but in the new version it should be fixed now
    6. zhawk
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      Yay no giant goblins killing unicorns when I fast travel
      The update fixed it for me
      Thank you for fixing it so quickly
    7. valrenas
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      Thank you very much for the fix