For those who had custom summon mods that doesn't seem to work with the last perk, edit the keyword of the custom summon's magic effect in the CK to be one of the base game's summons. It seems to fix it for me. Also, clean it with TES5Edit.
EDIT: SIDE NOTE, ONLY CHANGE THE KEYWORD IF YOU THINK IT WON'T BREAK ANYTHING. I ONLY DID IT ON MINE BC I HAD A SIMPLE MOD; DONT DO IT FOR COMPLICATED ONES INCASE IT BREAKS THE MOD.
Very nice! It's great having an undead army... As unbalanced as it is. Although, unfortunately, it isn't compatible with mods that alter the perk tree. I'm not sure if it's possible, but could you perhaps create a 'passive' version that removes the summonable cap by default? Or at least in a way other than through perks.
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Also I know I'm necro-ing the hell out of this, but it seemed fitting for a Conjuration mod.
Also I approve your necro.
EDIT: SIDE NOTE, ONLY CHANGE THE KEYWORD IF YOU THINK IT WON'T BREAK ANYTHING. I ONLY DID IT ON MINE BC I HAD A SIMPLE MOD; DONT DO IT FOR COMPLICATED ONES INCASE IT BREAKS THE MOD.
THIS MOD IS AWESOME but also DIRSTY AF. Clean it with TESVEdit
I'm not sure if it's possible, but could you perhaps create a 'passive' version that removes the summonable cap by default? Or at least in a way other than through perks.