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GreatSilentOne

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GreatSilentOne

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About this mod

A work in-progress mod adding a number of lore-friendly conjuration spells to the world of Skyrim.

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Immersive Conjuration


Immersive Conjuration's primary goal is to liven up the Conjuration skill by adding variation to the summonable creatures (i.e., they're not all elemental atronachs). I approached this idea by first noting all of the planes of Oblivion, and their inhabitants, and then looking through the resources at my disposal (see below) to see what I could do.

The result is what you see before you: 11 fully functional summons, all distributed throughout leveled lists, vendor inventories, and conjurer encounters (with the exception of one, which is unique). On top of that, there are also two experimental summons which I'm going to need some feedback on (again, see below). A few of the summons drop items similar to those they dropped in previous games (Oblivion), though the only way you'll ever get them is if I implement the daedra directly into the world.

Please remember that this mod is a work in-progress, and that any suggestions you may have are more than welcome. Feedback is a must if this mod is going to go anywhere.


Creatures added:

-Flesh Atronach               - Possibly needs rebalance  //Adept, lvl 20
-Daedroth      - Balanced for level    //Apprentice, lvl 12
-Scamp          - Balanced for level   //Apprentice, lvl 6
-Dark Seducer (Work on race)  - Possibly needs rebalance      //Expert, lvl 35
-Auroran (Find proper armour) - Possibly needs rebalance, Thrall //Master, lvl 40
-Hunting Troll                   - Balanced for level, Effective against animals //Apprentice, lvl 11
-Ashpit Warrior                - Balanced for level  //Adept, lvl 26
-Dremora Caitiff         - Balanced for level  //Apprentice, lvl 10
-Stunted Scamp          - Balanced for level  //Novice, lvl 4
-Dremora Kynmarcher       - Need feedback //Adept, lvl 30
-Soul Familiar       - Balanced for levels //Novice, lvl 1-35

Experimental Summons:

As mentioned above, I am experimenting with a few ideas for future conjuration spells. Namely, the Dremora Kynmarcher roulette and Soul Familiar.

Roulette summons:
Every time the Dremora Kynmarcher is summoned, one of three archetypes is chosen (two-handed warrior, one-handed warrior, and mage). In other words, there is no surety that each summon will be identical, hopefully adding a bit of flavour to your combat situations.

Soul Familiar:
The Soul Familiar begins with the player at level 1, and levels up to 15. Once the player reaches level 25, it changes from blue to purple, and proceeds to level to 25 (which it should reach as you reach level 35). At level 35, it becomes red and will level up to 35, where it will remain indefinitely.

Feedback is definitely needed on these two ideas.

Planes of Oblivion:
(Provided for lore explanation)

- Hircine's Hunting Grounds (Hunting Troll)
- Malacath's Ashpit (Ashpit Warrior)
- Meridia's Colored Rooms (Auroran)
- Mehrunes Dagon's Deadlands (Dremora, Scamps, Daedroth)
- The Shivering Isles (Dark Seducers)

Why this mod is a WIP:

Aside from a few bugs I've yet to work out, there are a few other things I intend to change in the future. The Aurorans are currently wearing Dwemer armour, since that was the best I could do given my resources. Dark Seducers are also currently wearing Falmer armour, for the same reason (if you're interested in creating armour/weapons for either of those, please let me know).
I also haven't added nearly as much content as I would like to, but I need feedback on what I currently have before I can move forward with anything else.
Perhaps the main reason is that I have no scripting capabilities, and so the mod is incompatible with anything that modifies the Conjuration tome leveled lists. I'm working on that.

Compatibility:

Immersive Conjuration will not work with anything that modifies the Conjuration Spell Tome leveled lists. I tried to refrain from modifying as many vanilla lists and forms as I could, but some things had to be done (sorry, scripters, you're probably facepalming right now).

The mod was also designed with EnaiSiaion's Apocalypse - Magic of Skyrim (http://www.nexusmods.com/skyrim/mods/16225/?) in mind. It is fully compatible with this mod, though it is not a requirement.
Other than that, I don't think anything needs to be specifically noted.

If you find any incompatibilities, please let me know so I can list them and/or try to fix them.


Future Plans:

- More daedra (of course)
- Obtain new Auroran/Seducer armour
- Implement Golden Saints (they're there, but I haven't worked on them much)
- Daedra placement (Fellglow Keep seems like a good place for a wild Daedroth to appear)


Resources Used:

VicN Creature Resource
Nexus Creature Resource

Changelog:
v0.6.0:
 - Fixed Dremora Kynmarcher not appearing in levelled lists
 - Fixed Soul Familiar not appearing in levelled lists
 - Fixed Auroran not appearing in proper ritual lists (causes incompatibilities with anything modifying MGRitualConjurationBooks list)
 - Changed Auroran's spell description to note that it comes from the Colored Rooms, rather than Moonshadow.
v0.5.9:
  - First public release