Why no screenshots of the actual summons? I understand your concern, but I would like to keep some things a secret. There's value in seeing something you weren't expecting.
hmnn well i always like to know what i am getting into before i download it.
cool or not, thanks for your hard work. but it is unfortunate i will never check this out, until i see what it does before hand.
Alright, since this seems to be a concern i'll go ahead and post something so people can see what it looks like. I am currently working on some fixes for the issues below. Images will accompany the next build release.
I like the texture, its nice, very dark and evil spell, be cool if they summon with an explosion of flames and screaming but you know... However, for some reason they fail to summon, they just don't pop up, I have to summon several times before they pop up. All other summons from vanilla and other mods work every time, so im not sure whats going on. Good job nonetheless, hope you work a bit more on it. The shaders on the skeleton are a tad shiny, but all and all thanks for some new evil summons.
Believe me I tried, but none of the effects that it would allow me to use in spellmaking did anything like that. I could make custom ones, but that is currently outside of my skill level.
That sounds like an issue the navmesh, or rather the spell trying to use the navmesh. I noticed occasionally, and in specific areas, I had difficulty summoning properly, but I overlooked it think it was just an exception. I'll be sure to look into it.
That seems to be a complaint that appeared earlier as well. I'll see about maybe changing its normal map.
i'm not sure keeping it secret makes sense here, because it actually makes me think it's really bad and you don't want to show it even if it's not the case, keeping spoilers of a quest mod out of the description makes sense, but hiding the main thing of a mod? it's like making a weapon mod and not showing the weapon itself.
You're free to pass up on it if that's how you feel. With the exception of one texture these are all vanilla assets. It's not like i'm try to sell this mod based on appearances. If anyone else wanted to add images of what the summons look like I wouldn't stop them, but I personally don't want to. I feel that little bit of mystery is better than bring in people because, "oh hey, that looks cool".
The skeleton looks awesome, unfortunately he's kinda... shiny. If you could get rid of the shine he'd look fully rad. Oh and one should be a fire mage.
I noticed this, but it never seemed to be too glaring for me. What's your graphical set-up look like? I personally use only the Lighting Overhaul, so I don't know how this would react to ENBs. This is because I borrowed the normals from another object, since there weren't any given it's a custom texture.
17 comments
I understand your concern, but I would like to keep some things a secret. There's value in seeing something you weren't expecting.
hmnn well i always like to know what i am getting into before i download it.
cool or not, thanks for your hard work.
but it is unfortunate i will never check this out, until i see what it does before hand.
i would re release it with a video etc.
That sounds like an issue the navmesh, or rather the spell trying to use the navmesh. I noticed occasionally, and in specific areas, I had difficulty summoning properly, but I overlooked it think it was just an exception. I'll be sure to look into it.
That seems to be a complaint that appeared earlier as well. I'll see about maybe changing its normal map.