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GrandBulwark

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  1. GrandBulwark
    GrandBulwark
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    Farewell my friends, until we meet once more

    Welcome folks! This mod will expand a bit if users have some fun ideas that are within the confines of lore, and also the vanilla assets of the game. For example, you want a stronger version of X spell in the game as if it were supposed to be there? I can do that. If you want a sparkly rainbow dragonshout that causes forests to burst from the planet, you need therapy and I cannot do that Enjoy the mod, and let me know if you guys like it.

    My Mods,
    Skyrim Project Stability
    Followers Share Knowledge
    Conjurer's Friend
    Creatures of the Night Revised
    Immersive Armors for NPCs Revisted
    8-bit Skyrim Theme Music
    Resistance Restrictions Removed
    Worn Armor Effects
    Palace of Kings Rugs Fixed
    Better Shrouded Armor - Standalone
    Black Dragonscale Hi-Res - Standalone
    Evil Incarnate Daedric Gear - Standalone
    Glorious Daedric Armory - Standalone
    Heroic Dwarven Armory - Standalone
    Insanity's Ebony Sword - Standalone
    Rabbits of Skyrim
    Project Standalone

    Project's I've Helped with:
  2. Meisenbach
    Meisenbach
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    Nice mod, but can you make separate spells for undead?
  3. Vombra
    Vombra
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    If you're open to suggestion, may I suggest a stronger version of dead thrall ? The vanilla version can't raise a trail that's above level 40, and many of us play with mods that change the level of enemies, so it's not that useful actually. Maybe you can make it so its casting is quite long, or that it uses a lot of magicka even with perks and a black soul gem to keep it balanced. What do you think ?
    1. GrandBulwark
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      Good idea, will look into it
  4. brickuuu
    brickuuu
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    Thanks for sharing your work,

    Feel nice to have more power as conjurer ! By the way is there any way to remove conjurer limits for summons ?
    Will this could be implemented in this mod ? Will sure feel like no cheap tricks.
    1. GrandBulwark
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      Well yes, in fact there is. However there are several mods that alter that already, and I'm hesitant to do so because it can and will severely unbalance the game. I'm trying to maintain the games vanilla balance as much as possible here; bad enough I just gave you the keys to the controls of all the summoned creatures in the game lol

      That isn't really what I had in mind; however if there is more demand for it(Removing Summoning Limit or raising it), I may reconsider. The idea I suppose is to add spells that feel like they are missing a progression. Perhaps stronger creature summons or something. Or simply edits to the Thrall spells making them level with you up 100...

      Update to the member advertising Skytweak; I don't want that mod linked or advertised here for personal reasons. It's not that it isn't safe or anything like that. Pls respect that. I've left the reference to it in my post. If users here want it let them google it. Thanks.
  5. Vombra
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    Nice mod, I'm using SkyRe and expel or command daedra are worthless even against a flame atronach, so this is actually really helpful, thanks It works as intended, but the magicka cost is insane, like 700/800. I don't know if It's because the expert conjuration perk from SkyRe is not working for this mod, but even a magic cost of 350/400 is quite a lot.
    Well, sorry if your first comment is a semi complaint, but other than this small issue, it's a great job, thank you very much ^^
    1. GrandBulwark
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      the master conjuration perk will cut it in half. I don't know why your cost is so high, it should only be 300 I verified the base cost in TES5EDIT but it reads as 300.
    2. Vombra
      Vombra
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      SkyRe magic I'd say. It's even listed as an expert conjuration spell. Well, I'll do some testing.

      Edit : it does benefit from the master conjuration perk though.
    3. killgore
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      - using sperg+apocalpyse+phenderix
      847 and 753 with no perks in conjuration
      - 100% vanilla
      847 and 753 with no perks in conjuration
      423 and 376 with all conjuration perks

      definitely not skyre (which I never had or tried)
      I've opened the esp and yes it reads 300 but it just doesn't cost that don't ask me why
    4. GrandBulwark
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      Must be flagged to auto calculate, fixing now
    5. killgore
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      yeah I just tried to change it to 10 base cost and it's still 847/753 (for my lvl81 aesa vanilla savegame dled from nexus)
      edit : she has 100 conjuration skill
    6. GrandBulwark
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      Base cost does nothing; or very little it would seem. I've corrected the error. The mod was made in TES5EDIT which doesn't have the ability to disable the "Auto-Calculate" flag or set the final magicka cost. I have done so in the CK, uploading now.

      Tested and confirmed the command daedra variant now cost around 80 with all perks. Version 1.1 is live and fixes the issue, sorry folks oversight on my part. My testing character has oodles of magicka
    7. killgore
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      thanks for the update, and thx for the introduction into skyrim spell modding lol, was never really interested about how it worked before your mod and I see that as with the player/skill leveling "why make it simple when you can make it difficult" lol those games always have way too complex calculations for no reasons