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MaxCarnage

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MaxCarnageCanis

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20 comments

  1. Wabafloo
    Wabafloo
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    Hey, I've tried this mod and I really love its concept, but whenever I move areas my zombies die instantly and I keep the Magicka penalty. I find myself having to kill/unsummon my own minions everytime gotta go through a door so they don't bug my character, which is really annoying. Is this a common bug, or is it just me? I wanna rule out that it's not a conflict with any other mod.
  2. tech07
    tech07
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    Doesn't work at all, i have the perk, the mod is actived, and i have the negative effect when i summon something but i can only summon TWO creature i try with mistman and wrathman but nothing ...
    1. Artheon275
      Artheon275
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      me too
  3. User_2838758
    User_2838758
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    Going to download it now, but I have a small question, if I have a robe that reduces the cost of my summons by 20%, is the cost for maintaining a Familiar reduced by 20% ? (Will be 40 mana instead of 50)
    1. Khalkara
      Khalkara
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      This is my question aswell (btw sabrio since you downloaded it perhaps you can anwser me please?). It says in the description "Summoning conjurations or raising zombies reduces the player's maximum magicka by the same amount as the spell would normally cost". But does that include spellcast reductions from enchantments and or perks?
  4. scoobierb5
    scoobierb5
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    Hi Max,

    Cool, no worries, this is your mod so your vision is what should guide it. Actually, now I'm getting used to it and have somewhat better magicka reserves I'm liking the balance just fine.

    I do use other balance type mods and a "perk" of that is as I increase in my Conjuration ability, my summons cost a little less each level and last a little longer. It's literally a couple of magicka points less cost, and a handful of seconds extra time, but it does add up. This will sometimes see me with a surviving summons from a fight, yet the magicka penalty has run out. I know it's not quite what you intended, but it makes for interesting choices during fights. Keeping enough magicka to have a summon in the bag so to speak, while carefully timing when that backup should come into play is fun.

    Heh, I have zero modding ability in Skyrim - well, I've not tried to do any modding - I did do some stuff in Oblivion once upon a time as well as in Fallout 3. My personal "modding" in Skyrim thus far just involves a variety of .ini file tweaks, so doesn't really count lol.

    Anyway, really like this mod. It's seem quite subtle at first but, as you say, you can become quite the force to be reckoned with as you grow in power. Still, with the other mods I have along with Master difficulty making things harder, this mod balances very well.

    Cheers,

    Scoob.
  5. MaxCarnageCanis
    MaxCarnageCanis
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    scoobierb5: I'm glad you have it functioning now; players like you, who are looking for a balanced way to allow multiple summons, are exactly my target audience...

    As it is designed, the magicka reduction from this mod is independent of the status of the minion itself. As soon as you cast the spell you are committed to the penalty for its full duration, you'll get the magicka back when the appropriate time has elapsed. I'll grant that this is somewhat less intuitive than it would be to regain the magicka on your summon's death, but multiple summons is a very powerful ability compared to vanilla, so i feel the mod is better balanced this way (it's only a minute or two after all).

    Adding more summonable creatures is indeed beyond the scope of this mod (at least for now). There are lots of mods available that allow more varied summons; unfortunately it isn't as simple as just loading SummonsRavageMagicka concurrently with these, the non-vanilla summoning spells would be unaffected and you'd recover their magicka cost as normal.

    I admit my limitations as a modder and as a programmer generally. I might/probably_would change both of the above issues if I were more skilled. So I encourage anyone who is interested to take this idea, this mod, these scripts and make them your own. I have a thoroughly open-source, free-for-all attitude about my 'work'.
    Returning the magicka on a summon's death might require a relatively knowledgable modder, but applying the magicka reduction to non-vanilla summons from other mods would be very easy for anyone familiar with the creation kit.

    Anyway, Have Fun,
    Max
  6. scoobierb5
    scoobierb5
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    Hello again.

    I'm using the 2.0 version with the scripts included and this is the last mod in my load order. However, it does not appear to be working.

    I started a new game with this mod installed and I've just gotten my first Conjuration Spell "Conjure Familiar". This spell takes 90 Magicka from my pool of 100, but my magic then charges up as normal. Any ideas?

    I have Dawnguard, Hearthfires, the unofficial patches and a few (<20) other mods, but SummonsRavageMagicka is the last in my load order.

    Edit: Ok, my mistake I think. The perk hadn't applied properly, though returning to the stone fixed this.

    I do have one query though. I assumed that I would get my Magicka back once my creature was unsummoned, either via timeout or death. My Familiar just got one-shotted by a giant, but I'm still locked at reduced magicka. Not sure if this is intentional or not, but getting your magicka back when you don't have to maintain the spell anymore, regardless of reason, would be what I expect. As it is, I'm currently stuck unable to do anything magic-related due to my compromised reserves.

    This does look like a fun mod though, I will persevere. Likely when my magicka pool is higher things will be a little easier!

    Cheers,

    Scoob.
  7. scoobierb5
    scoobierb5
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    Hi there,

    I've been using the now ancient "Conjuration Pack" for quite some time but, with my new game I'm about to start, I wanted to see what new Conjuration mods are out there. The key for me was to be able to summon more than a single creature, but maintain a good balance so it's not over-powered. Your mod seems to offer this so I'm eager to give this one a try.

    Ok, I've not tested it yet, however have you considered expanding on it more to include additional summonable creatures? I've played an Archer type character a couple of times now, and always thought that being able to summon creatures of the wild - so Wolf variants, Bears and Sabre Cats - would really enhance the feel of such a character. Possibly this goes beyond your remit for this mod, but thought I'd mention it anyway

    Scoob.
  8. MaxCarnageCanis
    MaxCarnageCanis
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    VincentSylvanne: Thank you very much for bringing this to my attention. I didn't realize that the script files were not included as part of the .esp. Which means none of my 60 users has actually experienced this mod working, yet no one told me until now
    Version 2.0 includes the necessary .pex script files. I also included the .psc source files in case anyone is interested.
    Again, thanks for taking the time to post. Now that it actually works, maybe I'll get some endorsements
  9. VincentSylvanne
    VincentSylvanne
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    Hey, just wanted to let you know I tried your mod...but when I summoned two flame atronachs, I never suffered any penalties to my magika. I doubt it is a conflicting mod as I had already ensured it was loaded dead last. I would summon one and my magika would simply recover and I ended up summoning somewhere around six or so while trying to figure out what might be wrong.

    Again, I don't THINK it is a mod conflict, but it seems that at this time it isn't working.

    Also, I had to use the console to add the perk, clicking the mage stone did nothing to give my character the ability. Might be related, just thought you should know.
  10. MaxCarnageCanis
    MaxCarnageCanis
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    sabrio: I don't know what abuse you are referring to. My previous post explains that this mod is not vulnerable to the abuse mentioned by strigvir.