Hello! This mod is really cool, and it has inspired me to go into xEdit and tinker myself. While not exactly a question on the mod itself, but more on the process, I was wondering if you had any ideas on this:
I'm messing with the Spider Daedra, adding effects to its poison and shield. I noticed the animations are extremely long for the spider, so I wanted to combine the shield and heal effect. I made a new spell based off the shield, and added a spell effect for healing. But I've noticed that they're no longer casting the shield at all.
Similarly, with the poison spit, I've tweaked it to try to make it more aoe and better reach, and noticed that the damage health component is gone.
Do you have any ideas for xEdit tips or creature behavior on casting spells/etc? They seem to want to avoid spells I give them, even if they're 0 costed lesser powers.
I had issues with greater and lesser power spells when messing around. Its best to only have 1 of each. For the Spider Daedra AI i've noticed she starts with a shield spell when entering combat, followed by summoning a spiderling (which she will prioritize to keep up if the spell is not a greater power), then theres a distance check for combat spells; she will use the strongest ranged spell that her mana cost allows. So if you have 3 different ranged spells she will just spam the strongest one until her magicka gets low enough that she is forced to use a weaker one. The same goes for touch spells, if the enemy is close enough she will use the strongest available and ignore any other touch spell you may have until she doesnt have enough magicka to continue casting it. Healing only triggers on low health or exiting combat with missing health.
really liking this mod! makes summoning feel like an actual thing to build around, and i'm having a lot of fun doing that.
figured i'd mention my personal tweaks just because; not really a request to duplicate them just feedback on what one person, me, prefers: i did shrink a few summons so they can fit through cave areas because it felt silly having to resummon them, and i also increased the speed stat of several summons because some tend to be late to every fight at vanilla speed. aside from spider daedra, the default speed is honestly scary in her case lol (though shrinking her makes it a little more comical)
anyway yeah, love the mod, my tweaks are just for me but i figured i'd share what i did in case the feedback is useful
I mentioned this before somewhere, but secondary summons come at a risk. You get more power, but with increased risk. The secondary summons treat your primary summon as their master, so any npcs other than their master (and you), are viewed as potential targets. I don't plan on changing this since I find that having 2 summons at once is already fairly strong, which in turn warrants some kind of flaw to not power creep other summons completely.
I like to think of it in a certain way: You are a master conjurer who has complete control of 1 chosen creature. But you seek even more power, you channel your strengths to allow for a double summon, but the result is slightly unstable (an experimental spell).
If you don't like this change you are free to edit the mod yourself or get someone else to do it :) Either way, thanks for taking the time to try my mod out~
m'kay, yeah the secondary summons (ie spiderlings) being loose ends is fine.
but it is odd that my regular summons like my summoned fire atronach tend to end up in a fight with the legion foresters. had 3 different times when i thought a forester was a bandit/marauder because they came out of a bush attacking my fire atronach (from what i can tell) unprovoked. while im using 3 different conjuration mods, (one for toggle duration, one for more summons and this one to improve the summons), didn't know if there was a change in the summons' factions or not or if im just running into oblivion jenk.
Hello, For me the lich has never once summoned the headless zombie, no matter how many times I summon it, it refuses to use that spell, I've seen it use everything else except that. You mentioned you have it set as a priority and I opened xEdit to see if I can see that but seeing as this is my first time with Oblivion modding I couldn't figure out exactly how to change or check that. I do see the spell itself there but other than that i'm stumped, any idea of how I can make it more likely to happen without straight up removing the other spells?
Are you using the latest version? I just tested it out and the lich summoned the headless zombie as its 2nd spell during combat with no issues. Make sure your load order is correct, maybe my mod is being overwritten.
I got it working, I'm not sure if adding the unofficial patch or moving it under the mad necromancy mod got it to work but he is now consistently summoning either the headless zombie or the skeletal hero (which I added for some variety) as his second spell.
is there a possibility to allow, at the spellmaking altar, to put several summons at the same time in the same spell? each one different off-course (just to make life easier since im using a more summons spell)
Hey Yami - thanks for this mod. it's great. in your most recent version you mention Melee Damage, Health and Fatigue adjustments. can you elaborate a bit about what these are?
Ok so basically remastered introduced different formulas for damage and scaling. It also edited the stats of all creatures. Some of the summons that I edited still had the OG oblivion stats and required testing since just copying Altar.esp changes caused them to be super squishy (thats why i removed ver 1.2). So I spent some time both in game and in xEdit messing with the values so that they end up being nearly similar to the enemy variants (just like i wanted the balance to be in my original mod).
What do these changes bring in comparison to older versions? Health - summons now aren't super tanky (reduced health by about 25-30% depending on the creature), for example: Flame Atronach and Summoned Flame Atronach both take the same amount of hits before dying. In older versions the summoned version lasted longer - which I found to be unfair (I want 1:1 copies, with minor quality of life changes, not overbuffed summons) Damage - increased melee damage so certain summons (xivilai, wraiths, certain skeletons) don't hit for lower values than their enemy counterpart. Fatigue - remastered changed how fatigue works a bit and brought a lot of the values down, so I modified each creature respectively (some have slight buffs while others get minor to average nerfs) this has to deal with the new combat styles for each enemy and the new combat system in general. Basically everything should be pretty smooth stats-wise now. If anyone wants to create a patch and is wondering why my values are higher than altar but lower than original oblivion, its intended this way.
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I'm messing with the Spider Daedra, adding effects to its poison and shield. I noticed the animations are extremely long for the spider, so I wanted to combine the shield and heal effect. I made a new spell based off the shield, and added a spell effect for healing. But I've noticed that they're no longer casting the shield at all.
Similarly, with the poison spit, I've tweaked it to try to make it more aoe and better reach, and noticed that the damage health component is gone.
Do you have any ideas for xEdit tips or creature behavior on casting spells/etc? They seem to want to avoid spells I give them, even if they're 0 costed lesser powers.
figured i'd mention my personal tweaks just because; not really a request to duplicate them just feedback on what one person, me, prefers: i did shrink a few summons so they can fit through cave areas because it felt silly having to resummon them, and i also increased the speed stat of several summons because some tend to be late to every fight at vanilla speed. aside from spider daedra, the default speed is honestly scary in her case lol (though shrinking her makes it a little more comical)
anyway yeah, love the mod, my tweaks are just for me but i figured i'd share what i did in case the feedback is useful
haven't tried it was any of the summons that summon other minions so i cant say if it is an isolated case or not.
the imperial legion foresters seems to have a kill on sight thing against the summons.
also, it seems the summons are very quick to turn on each other.
I like to think of it in a certain way: You are a master conjurer who has complete control of 1 chosen creature. But you seek even more power, you channel your strengths to allow for a double summon, but the result is slightly unstable (an experimental spell).
If you don't like this change you are free to edit the mod yourself or get someone else to do it :)
Either way, thanks for taking the time to try my mod out~
but it is odd that my regular summons like my summoned fire atronach tend to end up in a fight with the legion foresters. had 3 different times when i thought a forester was a bandit/marauder because they came out of a bush attacking my fire atronach (from what i can tell) unprovoked.
while im using 3 different conjuration mods, (one for toggle duration, one for more summons and this one to improve the summons), didn't know if there was a change in the summons' factions or not or if im just running into oblivion jenk.
Make sure your load order is correct, maybe my mod is being overwritten.
What do these changes bring in comparison to older versions?
Health - summons now aren't super tanky (reduced health by about 25-30% depending on the creature), for example: Flame Atronach and Summoned Flame Atronach both take the same amount of hits before dying. In older versions the summoned version lasted longer - which I found to be unfair (I want 1:1 copies, with minor quality of life changes, not overbuffed summons)
Damage - increased melee damage so certain summons (xivilai, wraiths, certain skeletons) don't hit for lower values than their enemy counterpart.
Fatigue - remastered changed how fatigue works a bit and brought a lot of the values down, so I modified each creature respectively (some have slight buffs while others get minor to average nerfs) this has to deal with the new combat styles for each enemy and the new combat system in general.
Basically everything should be pretty smooth stats-wise now. If anyone wants to create a patch and is wondering why my values are higher than altar but lower than original oblivion, its intended this way.