Got Skyrim Special Edition and the Creation Kit for it. Creation Kit had some trouble installing on my PC but I think I'm successful in converting the mod and got it up for the Nexus (currently hidden) I'll be checking the file packing and testing compatibility within the next 48hrs or so. Haven't actually played SE yet, so I've got to do that before finishing the upload process.
I love the idea of this mod and downloaded! I wanted to ask whether it was possible to apply the Amulet's effects to rings, circlets or even other apparel? I would love such a feature, as I tend to wear the Talos Amulet all the time.
Also could you perhaps add a version where the summon lasts until it's killed and scales even further than level 45? (Playing with community uncapper) And as I play with mostly the wolf summon, I'd love it if he could be as dangerous as the bear familiar (it's magic, after all) ;-)
Great mod, its just what i needed for a playthourg i wanted, i have enough sources to have 7 sabrecats now to aid me in battle while i snipe (i dont like wolf packs i hate their design) Are the sabrecats also capped at 45? or they are capped lower level?
Hey GDR...I'm a member over at Tamriel Vaults, it's a Skyrim (RPG) Community focused on Character Building but with some other areas as well. Today, the Modder's Conclave (a section of the site to discuss all things Mods and Mod related) put out an Event to cover our favorite Mods. I know I just found yours but it fills a huge void for Druid style builds and so I did a Review for your mod. Just wanted to let you know as a courtesy. Here's the link to the review if you want to check it out: http://tamrielvault.com/groups/topic/view/group_id/8/topic_id/8304/post_id/96288
Anyone familiar with this (or the mod maker), I have a question. When you use the amulets, are they supposed to still be "buffed up" based on your level or do they remain the strength level of that creature (ie wolf)? It seems the wolf is dying much faster as I level, even summoning with the amulet. When I remove the amulet my casting turns to the sabre cat and are tearing things up. I guess my understanding is that using the amulet just forces the form but should not affect the strength of the familiar; but that doesn't appear to be the case. Any clarification?
Oh, also I've been able to manually install this to SE and it works.
Hm, your observations makes sense. Because each of the creatures base stats will be different, thus a level 25 Wolf will be weaker than a 25 Sabre. That's actually something I might be able to address. My exams are now done, so I'll be able to get back into modding a bit, so I'll try and take a look into that after Christmas.
Good to hear it works with SE, I haven't yet gotten around to downloading SE and trying the new Creation Kit. Gotta do that soonish.
Cool. Hope exams went well and glad to see you are still checking posts (much appreciated). I'm enjoying the mod and an endorsement for it. No issues with SE and I've put about five hours on with the mod.
The best part of this mod (to me) is the ability to force the form you like but it really should be identical in strength based on your level if possible no matter which form you use or it defeats the purpose of the mod (to me). At least in using the amulets rather than just the base casting.
And another question I guess...do taking any added perks in the Conjuration tree help or affect this in any way? I'm able to cast two when I take Summoner but I guess I don't see the point of going any further up the tree. Just want to make sure I'm not overlooking anything.
Oh, it's not compatible with Magic balancing mods (I use Invested Magic). It doesn't crash or anything but assume that's not due to this mod, it's that the familiars in this mod are not part of the list in that one. Oh well, trade off..lol.
Because I was mainly playing with the higher level familiars it did by-pass my radar, but I think I can get the damage and health adjusted - it definitely wasn't intentional, the difference is (currently) most obvious with a lower-tier familiar compared to a high tier one. I haven't played Skyrim, and hence my mod, as a spellcaster for a while now, but after I get back into the Creation Kit I'll look at the perk interaction and comment that on the mod page for clarity. I believe the perks will behave like the vanilla familiar, except the casting perk being changed to Adept. As for balancing with magic mods, that's always a challenge when working with multiple magic mods. I'm afraid currently I do not know how to make such a patch. I'll poke around the nexus forums a bit and see if I can dig anything up (but no promises on that one)
As to select which type of familiar, could it be made as to be selected with a MCM menu ?
(Quite more friendly, at last here).
Nice mod that said, to a mage, a familliar is (should be) linked to him, and so, a relation could/should exist (or at last, if killed, the PC take a loss over stats).
If I knew how to make a mod with an MCM menu I would, but I'm afraid I don't. Perhaps I could find a tutorial or guide somewhere, because that would be a very useful modding skill.
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Also could you perhaps add a version where the summon lasts until it's killed and scales even further than level 45? (Playing with community uncapper) And as I play with mostly the wolf summon, I'd love it if he could be as dangerous as the bear familiar (it's magic, after all) ;-)
Can you make the amulet work with scrolls and staves? Thank you.
Oh, also I've been able to manually install this to SE and it works.
Good to hear it works with SE, I haven't yet gotten around to downloading SE and trying the new Creation Kit. Gotta do that soonish.
The best part of this mod (to me) is the ability to force the form you like but it really should be identical in strength based on your level if possible no matter which form you use or it defeats the purpose of the mod (to me). At least in using the amulets rather than just the base casting.
And another question I guess...do taking any added perks in the Conjuration tree help or affect this in any way? I'm able to cast two when I take Summoner but I guess I don't see the point of going any further up the tree. Just want to make sure I'm not overlooking anything.
Oh, it's not compatible with Magic balancing mods (I use Invested Magic). It doesn't crash or anything but assume that's not due to this mod, it's that the familiars in this mod are not part of the list in that one. Oh well, trade off..lol.
I can't seem to find it again.
(Quite more friendly, at last here).
Nice mod that said, to a mage, a familliar is (should be) linked to him, and so, a relation could/should exist (or at last, if killed, the PC take a loss over stats).
To be seen.